[Plib-users] Re: Particles & billboarding
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sjbaker
From: Juhana S. <ko...@ni...> - 2004-09-20 17:05:57
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>From: Steve Baker <sjb...@ai...> > >> In this case, the generator would be >> in the aircraft branch and the second node would be in the root. > >The essence of a particle system is to keep the operations on each >particle as simple as possible. I don't see how it gets more complex in the two node particle system. When a particle is generated, it is added to the second node. The second node then executes as efficiently as the current particle node. First node does nothing but generates the particles. As said I'm not familiar with Plib details that much. What operations in the above would add inefficiencies to the system? Did you have some other solution to the problem? Or is the solution indeed that what was described already? I looked at the screenshots, and based on the trail length, the solution was not that inefficient as I first understood. Hmm... I have used two node objects earlier in texture systems. Don't know if two node objects are generally a bad idea. Juhana -- http://music.columbia.edu/mailman/listinfo/linux-graphics-dev for developers of open source graphics software |