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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