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Re: Particle System bugs
Posted: Sun Jun 20, 2010 4:30 pm
by K-Bal
The most effective way to do so is using a shader to update the particle positions. This way you don't have to transfer data through the bus, but it's also relatively complex. I could help you, though.
If you don't want to do this, try to use glDrawArrays on your raw data instead using a VBO and tell us if it is faster:
Code: Select all
glVertexPointer(3, GL_FLOAT, 0, &pos);
Re: Particle System bugs
Posted: Mon Jun 21, 2010 11:38 am
by mv2112
K-Bal wrote:The most effective way to do so is using a shader to update the particle positions. This way you don't have to transfer data through the bus, but it's also relatively complex. I could help you, though.
If you don't want to do this, try to use glDrawArrays on your raw data instead using a VBO and tell us if it is faster:
Code: Select all
glVertexPointer(3, GL_FLOAT, 0, &pos);
I ended up re-writing my particle system, but this time with openGL in mind. It now runs REALLY FAST with 100,000 particles! My old particle system code was trash, the new code is shiny and clean! It does run faster with the VBO, rather than with just raw data.
Re: Particle System bugs
Posted: Mon Jun 21, 2010 2:12 pm
by mv2112
Re: Particle System bugs
Posted: Tue Jun 22, 2010 11:58 am
by GroundUpEngine
Nice work! VBO's pwn
Re: Particle System bugs
Posted: Tue Jun 22, 2010 12:58 pm
by mv2112
GroundUpEngine wrote:
Nice work! VBO's pwn
Thanks! 0_o
Does anyone know any good ways of controlling the particles? Like how to get the particles to emit from a point in a circle, algorithms, and stuff like that?
Re: Particle System bugs
Posted: Tue Jun 22, 2010 2:12 pm
by Bakkon
Your particles seem to be making a square shape instead of circular. Try normalizing the direction vector.
Re: Particle System bugs
Posted: Wed Jun 23, 2010 2:05 pm
by mv2112
Bakkon wrote:Your particles seem to be making a square shape instead of circular. Try normalizing the direction vector.
Thats the thing, im just generating random offsets to make the particles move the way they are, im looking for an efficient way of making them go in a circle, i have no circle algorithm type thing...
Re: Particle System bugs
Posted: Wed Jun 23, 2010 5:31 pm
by avansc
not tested, but im sure this will do something like that.
Code: Select all
vel = rand()%MAX_VEL;
float ang = rand()%360;
ang /= 180*PI;
x_vel = vel*cos(ang);
y_vel = vel*sin(ang);
not efficient, but just a start.