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 ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel