robertosfield wrote:
> Hi Louis,
> 
> What on earth have you do to the example to make a remarkable colour?
> Normally rain and snow and white/grey..  Also there is no motion blur
> effect evident which surprises me, is this with an extremely slow
> descent rate?
> 


It's just the example with the the particleSpeed set to very slow and the 
particleColor set to yellow.  Nothing changed in the source.


> 
> 
> As a more general statement, the precipitation is rendered in boxes
> that contain the particle quads, these particular are not depth
> sorted, but instead simply blended as the cost of sorting would be
> prohibitive, and the effect of non depth sorted is not normally
> noticeable.  You can reduce some of the artefact's but double
> rendering. I may even implemented this at some point.
> 
> But overall I'd say stop wasting your time on completely irrelevant
> stuff to your simulation, you will not see such subtle artifacts live.
> 
> 


I am trying to give the effect of little motes of light moving very slowly, and 
there needs to be lots of them, a bit like dandelion seeds on a very sunny day, 
but very dense.  If I use a regular ParticleSystem, I can't get the same 
performance for the amount of particles I need.
Just now, I have managed make a relatively convincing effect buy fiddling 
around in the osgparticlesystemshader example, but I would like to have some 
headroom in terms of the number of active particles, and I'm at the limit with 
around 16000 particles.  Granted, my graphics card is getting little old 
(nvidia 9800GT).

any thoughts?

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