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Posted: Fri Aug 27, 2004 5:14 pm
by jox
Ok, no problem, good you're still improving things!
I'll add your fix to doParticleSystem()
About the EPSM_GLOBAL_AXIALBILLBOARD.
First, I would name it EPSM_GLOBAL_AXIAL_BILLBOARD
Then it should be no problem to add a function like this to CParticleSystemSceneNode
Code: Select all
configureAxialBillboard(core::vector3df orientation, f32 width)
What else it making it a beta version (except unknown issues that might evolve)?
Posted: Fri Aug 27, 2004 9:20 pm
by calimero
jox you can name the mode as you want !!!
I call it beta version because I implment it this afternoon and I'm not 100% sure it's bug free. For the billboard the emitter vector and the orientation is global. I don't think about usage which may requires parameters local but who knows. I test it with a large horizontal square emitter box above the scene to make rain and it does the job. here is a screenshot but it looks better when animated
Posted: Sat Aug 28, 2004 5:51 am
by bal
Omg, nice. This looks like rain in modern games, except the rings when hitting the ground
.
Posted: Sat Aug 28, 2004 12:00 pm
by Electron
hmm, how do they do those? Collision testing on every particle would be expensive. . .
Posted: Mon Aug 30, 2004 11:32 pm
by Masdus
if you watch closely you would notice that the ripples don't correspond to the location of the collisions. Generally its just a random effect on the surface. As long as people dont look to hard at it the effect is quite nice
Posted: Wed Sep 01, 2004 2:05 pm
by jox
News:
I added the fix for box emitters and the new EPSM_GLOBAL_AXIAL_BILLBOARD mode to the IrrlichNX CVS!
@Calimero could you please test the stuff?
I added the function:
setupAxialBillboard(f32 width, const core::vector3df orientation)
I used default values of 1.0 for witdh and (0,-1,0) for orientation. I thought these were more generic...
Posted: Wed Sep 01, 2004 9:17 pm
by jox
Calimero, we have an issue...
the box emitter fix messes up the point emitters...
They dont work anymore at all after the fix...
If you could take another close look and find a solution that both emitters get supported the same would be really cool!
Posted: Thu Sep 02, 2004 3:49 am
by nitroman
if you watch closely you would notice that the ripples don't correspond to the location of the collisions. Generally its just a random effect on the surface. As long as people dont look to hard at it the effect is quite nice
thats's a good idea!
Posted: Thu Sep 02, 2004 12:09 pm
by calimero
jox : I just make test last night with the new version of irrlichtnx but make only test with the box emitter
. For the box emitter everything seems ok. I will take a look this evening, sorry for the inconvenience !!!
Posted: Thu Sep 02, 2004 6:46 pm
by calimero
ok I just take a look at the pointemitter and i think I have good news :
in CParticlePointEmitter.cpp the position of the particle computed is not initialized. So I just add
Code: Select all
Particle.pos = core::vector3df(0,0,0);
in the CParticlePointEmitter::emitt method (for example just after Particle.startVector = Particle.vector;)
Until now I just use box emitters and I have to say that I'm a little puzzled by the point emitter code : I can't figure how it can work without the initialisation I add. Another point is that contrary to the box emitter the emitt method seems to just produce 1 particle at a time (the box emitter produces n particles). If someone can explain me that.
but to be pragmatic I think my patch is working,
-> Jox can you test it ?
Posted: Sun Sep 05, 2004 10:21 pm
by jox
@calimero: it seems to fix it! Thanks very much. It's integrated in NX.