Hi Jesse,

You could always give it a position outside of your view frustum (like 
(inf,inf,inf) and have the gfx-card discard the particle. I think that's 
probably the easiest way to simply 'cull' selected particles without 
explicit removing from the list (which could be expensive as they are 
stored in a contigous array).

You could also render particles with several cores (say about 1k in 
each) and use these pools to make removals faster (smaller list is 
easier to remove from, 1k particles is enough that you shouldn't get 
cpu-bound by the driver)

Also, perhaps really remove dead particles only if necessary (if dead 
count > (total count * 0.7) then removeAllDead()) to keep the ratio of 
live to rendered particles within reasonable limits.

I don't have a huge number of particles myself, so I just create the 
list from scratch each frame (skipping 'dead' particles), and it's fast 
enough for me, but these ideas might help you.

Cheers,
/Marcus

Jesse Lane wrote:
> Hey all.
> 
> Is there a way to make a particle not render other than removing it from 
> the positions list?  Or better yet, has anyone played around with 
> animating particles in OpenSG?  I am working on a very large field with 
> a crop that can be harvested and it would be nice to animate the plant 
> as it is harvested or due to wind, etc.  Any suggestions?  Thanks in 
> advance.
> 
> Jesse Lane
> 
> 
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