Nanolathe
- Balthazar
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Nanolathe
Well, the old topic again
Zuzuf - nanolathe should be animated using green quads, not circles. It can be sprites or quad polygones, but not circles.
You can thinks about it when you`ll have time
Zuzuf - nanolathe should be animated using green quads, not circles. It can be sprites or quad polygones, but not circles.
You can thinks about it when you`ll have time
- Balthazar
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Hm... there are some kind of limitation. If I use green box as sprite with size near 1/2 of part.tga - then in game it looks really like box.
But if I use green box with size more than 1/2 of part.tga, then it looks more like circle, and if size of box = size of part.tga - it looks like 100% circle.
I wonder why, looks like because of some kind blending option. Or maybe there are spherical mask for transparency...
I`ll post some screenshots... Any suggestions?
But if I use green box with size more than 1/2 of part.tga, then it looks more like circle, and if size of box = size of part.tga - it looks like 100% circle.
I wonder why, looks like because of some kind blending option. Or maybe there are spherical mask for transparency...
I`ll post some screenshots... Any suggestions?
- zuzuf
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that's strange, the particles are drawn using alpha blending, so alpha channel is important in the part.tga file. Also particle textures are stored on a same texture to avoid switching between too much textures, but this has side effects, on particle sides it can merge sides of two textures but since until now all the particle sprites sides were fully transparent, there was no problem. When you draw a box with half the size of the texture it works because of mip-mapping (which might blur a bit the particle texture when it is far from the cam)
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- zuzuf
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well the problem is that currently the particle engine is too slow and it's very difficult to optimise it because it handles very complex particle behaviours like particle size variations (you can set even the second derivative!!), rotation, colors, ...
Currently I am replacing, everything using colors as GL_FLOAT with GL_UNSIGNED_BYTE which won't change graphical aspect but will reduce bandwidth requirements since we only work with 8bits color channels.
Currently I am replacing, everything using colors as GL_FLOAT with GL_UNSIGNED_BYTE which won't change graphical aspect but will reduce bandwidth requirements since we only work with 8bits color channels.
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- zuzuf
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well you cannot imagine having all the particles of the same size ... so we can't use point sprites which would have greatly increased performances. On GLSL cards we could use that but with lots of modifications to current particle engine.
Maybe you're right we should have a much simpler particle engine. But currently it's not what is reducing performances, it's drawing features, which is very slow ...
Maybe you're right we should have a much simpler particle engine. But currently it's not what is reducing performances, it's drawing features, which is very slow ...
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