The problem with the system of particles: in hiding the particle system and their subsequent screening creates a huge number of particles (splash). But more than the big time difference between concealment and display. The drawings depicted such a situation.
http://i35.tinypic.com/ridkhu.jpg http://i33.tinypic.com/2nulhfd.jpg The first figure shows the correct image, the second figure shows the erroneous operation of the system of particles. In addition, when a large number of particles occurs following warning: Warning: State:: drawQuads (0, 72588) too large handle in remapping to ushort glDrawElements. Warning: State:: drawQuads (0, 72592) too large handle in remapping to ushort glDrawElements. Warning: State:: drawQuads (0, 72592) too large handle in remapping to ushort glDrawElements. Warning: State:: drawQuads (0, 72596) too large handle in remapping to ushort glDrawElements. fix this problem : inline int RandomRateCounter::numParticlesToCreate(double dt) const { _np += dt * getRateRange().get_random(); int n = static_cast<int>(_np); _np -= n; *if (n > getRateRange().maximum) * * **{* * **n = getRateRange().get_random(); //or .get_random * * **_np=0;* * **}* return n; } in attached file.... -- Maxim Gammer
RandomRateCounter
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