particle and model

m.KERN's icon

...

i

peterkirn's icon

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?

m.KERN's icon

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it seems to me quite simple but it is not like that, i suggest.
ok, i

Andrew Benson's icon

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.

Cheers,
Andrew B.

peterkirn's icon

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.

m.KERN's icon

sorry for that ... i know it

Wesley Smith's icon

Well,
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
patches?

wes

m.KERN's icon

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 ...

Max Patch
Copy patch and select New From Clipboard in Max.

Andrew Benson's icon

Hi Kern,
Try this method. It should give you more of what you're looking for.

Cheers,
Andrew B.

Max Patch
Copy patch and select New From Clipboard in Max.

m.KERN's icon

what to say besides THANKS ...
martin.