Wops, too fast .. Pressed wrong keys

void osgParticle::ModularEmitter::emitParticles(double dt)
....
Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()?
0: &getParticleTemplate());
            if (P)
            {
                _placer->place(P);
                P->setPosition(P->getPosition() * worldToPs);
                _shooter->shoot(P);
                P->setVelocity(osg::Matrix::transform3x3(P->getVelocity(),
                                                         worldToPs));

                if (cps)
P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps);
            }

On Sun, Oct 25, 2015 at 7:36 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Jannik,
>
> thanks for the hint. Here is what I see in ModularEmitter:
>
>
> On Sun, Oct 25, 2015 at 7:25 PM, Jannik Heller <scr...@baseoftrash.de>
> wrote:
>
>> Hi Nick,
>>
>> the particle template's velocity isn't used, it's the particle emitter
>> that determines initial particle velocity. Have a look at the
>> ModularEmitter / Shooter classes in osgParticle.
>>
>> If you wanted to globally make particles simulate faster (as in a time
>> lapse) you could just change the osg simulationTime to run faster.
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=65438#65438
>>
>>
>>
>>
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> trajce nikolov nick
>



-- 
trajce nikolov nick
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