smoke was Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-28 Thread Harald JOHNSEN

Vivian Meazza wrote:


Dave Culp

... snip ...
 


The present system makes smoke/contrails by releasing AI objects rapidly.
There are three problems with it now:

1)  Orienting the objects properly.  Only applies for long (i.e.
cylindrical,
rectangular) models.

2)  Matching the release rate to the airplane's speed.

3)  Making a smoke model that merges well with the others.  I've heard (on
this list) that this may be a plib limitation.  It may require the use of
a
different visual model, like billboards or particle fields.


On the other hand, maybe a whole new tactic is needed.


   


I think Harald is working on this as an offshoot of his 3d clouds. I'm quite
sure we can't do better with the AI ballistic approach as it stands.

Vivian



 

Not really working on it atm becaue I need to advance on the shader code 
and in the meantime
I did some profiling on FG, but yes I was thinking of adding a 'smoke' 
animation that

can be parametrable and with plausible physics.

Harald.


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Re: smoke was Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet

2005-07-28 Thread Gerard Robin
Le jeudi 28 juillet 2005 à 19:07 +0200, Harald JOHNSEN a écrit :


 I think Harald is working on this as an offshoot of his 3d clouds. I'm quite
 sure we can't do better with the AI ballistic approach as it stands.
 
 Vivian

 Not really working on it atm becaue I need to advance on the shader code 
 and in the meantime
 I did some profiling on FG, but yes I was thinking of adding a 'smoke' 
 animation that
 can be parametrable and with plausible physics.
 
 Harald.
 
 
When you will be working on smoke animation, i'll follow closely your
work, because i guess that could solve, and open the way for water
turbulences animation during a seaplane take off 

-- 
Gerard


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