particle and model

    Mar 07 2006 | 12:03 pm

    • Mar 07 2006 | 11:24 pm
      I'm doing some similar stuff, Martin, but hard to know exactly what you're trying here . . . got a sample patch, or can you give more details of what you're doing and what's going wrong?
    • Mar 08 2006 | 8:08 pm
      it seems to me quite simple but it is not like that, i suggest.
      ok, i
    • Mar 08 2006 | 9:39 pm
      Hello Martin,
      Most likely, this is a simple problem, but it is impossible for anyone
      to help you unless you give us a look at your patch. I would be happy
      to look at it and offer advice.
      For reference, the Jitter Recipe Book has several examples of using
      particle system techniques.
      Andrew B.
    • Mar 08 2006 | 9:47 pm
      I would really take it apart and look closely at things like where you're triggering erases, and even simple things like color. You can easily wind up erasing things before they're ever drawn in OpenGL. (I know, because I made some simple mistakes when I was learning OpenGL in Jitter where I did just that!) Multiple particle systems in the same render context should absolutely be possible, but it does compound the possibilities for human error along the way.
    • Mar 08 2006 | 10:10 pm
      sorry for that ... i know it
    • Mar 08 2006 | 10:18 pm
      You've obviously made some patches. It's really really hard to see
      what you're doing without seeing them. Why don't you post one of your
    • Mar 08 2006 | 11:43 pm
      ok ... what i found out is just simple add one and one matrix by using jit.concat and it is working but pretty ugly ... so all i ask is is there a much nicer way to do so. may be way to change the mode for different systems ...
      martin. apologise ...
    • Mar 08 2006 | 11:59 pm
      Hi Kern,
      Try this method. It should give you more of what you're looking for.
      Andrew B.
    • Mar 09 2006 | 1:43 am
      what to say besides THANKS ...