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Re: trimesh particles demo, version 2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: trimesh particles demo, version 2
From: Jeff Quan <jquan at mindspring dot com>
Date: Thu, 16 Nov 2006 09:13:34 -0800
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References: <b3ab0d9af03959d92b986934915aabbe at 98115 dot net>
On Nov 15, 2006, at 9:11 PM, Craig Macomber wrote:
For me if I leave them camera alined, not view-plain alined they turn edge on and disappear when I get close and look clearly flat, but they look much better if I have them View plain alined they look much better. The opposite of what you said I believe. Maybe the code for facing the camera is wrong. It seems it made them face something in-front of the camera.

This is the best screen shot I have of the original effect with camera facing sparks:
http://www.spincraftsoftware.com/files/Sparkbug.gif

Shot in the dark here: did you apply a scale other than 1.0 to the trimesh? If so, then that could be causing your particles to orient themselves prematurely (at least, that's what it looks like to me in your screenshot). There's a note in the TrimeshParticles class which describes the problem.


One last issue. As I said before the particles look bad with non- black fog. I decided that I like non-black fog so I was wondering if there is anything I can do to fix this issue. Maybe there is a way to turn object fog off. There is a Quesa Wrappers demo that does it, but I don't really want to use the Quesa Wrappers for everything.

Frank's Quesa Wrappers is certainly a good starting point. Zombies uses it to remove the specular highlight problem you described, but what I did in there won't work for trimesh particles. I'm still trying to figure out how to use the Wrappers with RB's Trimesh class, as I too would love to see the fog vs. particles problem go away.

==
Jeff Quan
jquan at mindspring dot com
http://www.jcquan.com/JQportfolio


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