Hi Steve,
Thank you for the answer, but...
> Check ssgaParticleSyst=
em in the ssgAux library!
I've used it for a while, but it works diffe=
rently from what I need so I created a class similar to
the ssgaParticl=
eSystem that meets my requirements.
Because the billboarding doesn't wo=
rks, I've studied it and I've understood the steps that bring the
objec=
ts to be perpendicular to the plane of view (not to the point this is a l=
ess but more efficient
way to create billboards). When I've printed to =
the screen the data into the matrix
GL_MODELVIEW, used to rotate the ob=
jects, I found that they don't rotate because the matrix
is, always, th=
e identity matrix. To be sure that the problem is there, I've made the sa=
me with
the water example: into it the GL_MODELVIEW matrix changes when=
the point of view moves.
I launched another time FlightGear and I've=
found that the behaviour of the particles is the same
if I launch the =
water example with "turn to face" option FALSE. So, there's another way t=
o get the
same data stored into the GL_MODELVIEW matrix? I've tried wit=
h the "ssgGetModelviewMatrix"
function (in this way seems that the data=
is connected to the rotatations of the point of view) but
the objects =
rotates only for a while and after disappear.
Thanks,
Luca
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