Heiko Schulz

> 
> Hi,
> 
> 
> > > > The result from FG xml script is very simple (
> > not far from we had with
> > > > PLIB
> > > > effects ).
> > > > OSG script can be very complex with animations
> > into animations regarding
> > > > particles  shapes, particles  colors ... and so
> > on.
> > >
> > >  I'm not sure I understand the problems that you
> > describe - the xml
> > > particles do particle colour, size, transparency,
> > texture, and the gravity,
> > > fluid, and wind programs all work (which they
> > don't in the .osg script) -
> > > I'm not aware of anything missing?  Only 2 shapes
> > are available: QUAD and
> > > LINE. I would guess that they cover pretty much all
> > our needs; do you have
> > > an example of requirement for another shape?
> > >
> > > > For instance, the effect does not need any
> > texture which is processed
> > > > randomly, according the OSG script.
> > >
> > > Sorry you lost me there - random texture? Language
> > difficulty perhaps?
> >
> >
> > > > To me (and today) there is only one way to get
> > the best nice effects
> > > > (more realistic):
> > > > =>  it is to use the OSG script,  but if it
> > will be fully translated to
> > > > XML
> > > > (which could give some "heavy" coding).
> > >
> > > If you could describe what is missing in your opinion,
> > we could perhaps at
> > > least put it on the TODO list. Don't think the
> > coding would be too heavy.
> >
> 
> 
> > We can notice that,  these OSG  examples  are a very low
> > level examples ( even
> > they are better than my  XML translation)
> > With it we can have an higher complexity ( i am working on
> > it) and i hope to
> > get better and better effects, without any limitations, but
> > the know how
> > the "writer" and the power of the CPU.
> >
> > So, i concluded that only OSG script is able to answer the
> > requested
> > complexity.
> 
> > > > So up to now, because OSG opened a wide door to
> > many features, i guess
> > > > that we
> > > > must not reduce the size of that door :)
> > > >
> > > > Again, i agree with the common usage  of it,
> > like trailing smoke, or
> > > > some dust on the wheel when touching the ground,
> > however we can do more
> > > > than we did with PLIB.
> > >
> > > I haven't found an effect I couldn't do yet,
> > but perhaps you have? Let us
> > > know and we will look into it.
> >
> 
> >
> > However with OSG we can do more and better, the wake
> > effects , the fire
> > effect, exploding effect are other specific cases  which
> > wants more
> > complexity.
> > >
> 
> My point of view:
> Other sims and some games shows what is possible with particles - and
> that's a lot!
> 
> The particle system we have now, is a great step compared to plib, but
> there is still plenty to do! Beside the known bugs (jitter, transparency)
> it is not yet possible to controll it completely. As an exapmle the
> transparency of the particles are static - thye can't be controlled by any
> properties. Well at least I don't know how...

transparency _is_ controllable. See
data/Aircraft/Buccaneer/Models/Effects/haze.xml
 
> I found some very extreme pics of a dust cloud made by a helicopter which
> landed on a clay so tell me if exactly this possible with our particle
> system already:
> 
> http://www.flugzeugforum.de/forum/showpost.php?p=1009389&postcount=1379
> http://www.flugzeugforum.de/forum/showpost.php?p=1009390&postcount=1380
> http://www.flugzeugforum.de/forum/showpost.php?p=1009391&postcount=1381
> http://www.flugzeugforum.de/forum/showpost.php?p=1009392&postcount=1382
> http://www.flugzeugforum.de/forum/showpost.php?p=1009394&postcount=1384
> 

We can get close I think - Melchior did a dust cloud for the Bo105. Anders
has done an excellent fire and smoke for a crashed ac - which has some
similarities.

Vivian



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