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Turn a Quad into particles - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: Turn a Quad into particles (/thread-5911.html) |
Turn a Quad into particles - MACnus - Feb 3, 2005 03:40 AM I have a Quad with a texture on. Is it possible to turn that quad into particles with the texure still attached, The effect is to make a wall turn into particles(sand) and fall down. tnx Turn a Quad into particles - TomorrowPlusX - Feb 3, 2005 05:23 AM You would have to switch out the single quad with a fairly highly tesselated set of billboarded quads. If I were doing it, the approach I'd take is, say, that if the wall were three dimensional, as opposed to just a single 2d quad ( e.g., like a flattened cube ) I'd *fill* it with particles, turn off the wall, and let the particles fall. Turn a Quad into particles - skyhawk - Feb 3, 2005 11:19 AM maybe he wants a more realistic look?
Turn a Quad into particles - TomorrowPlusX - Feb 3, 2005 11:43 AM skyhawk Wrote:maybe he wants a more realistic look? Good luck, then ![]() Uh... putting on thinking cap... perhaps instead of individual particles, you'd instead massively tesselate the wall, and treat each junction like a point in a verlet integrated system? You'd probably get "jello", but with tuning and damping it might be cool. Turn a Quad into particles - BinarySpike - Feb 3, 2005 12:06 PM TomorrowPlusX Wrote:I'd *fill* it with particles, turn off the wall, and let the particles fall. It matters what he wants to do... (a) make the particles fall from the top... Kinda like a dust/fall off effect... (b) make the particles "Slide" from the bottom... Kinda like a sand effect... Instead of turning off the wall "cut" the wall where you want it and let it fall/slide where the wall isn't.... But, this would mean a quad *and* a tesselated particles... Turn a Quad into particles - MACnus - Feb 4, 2005 02:31 AM thanks for the suggestions, i will try it out soon. I will post the final code if you are interested. Turn a Quad into particles - kberg - Feb 4, 2005 02:35 AM If you're going for a somewhat cinematic effect, I'd probably start with my wall texture, and then blend that into a disintegrated texture which somewhat resembles your particle system; that might produce a nice lead-in to the effect. Textured billboarded quads, or point-sprites on an nvidia card would probably work the best for the particles themselves. Turn a Quad into particles - MACnus - Feb 6, 2005 07:59 AM I made it work! one question, if i have more than 1500 particles, it draws very slow is there a way to avoid this. I'm using a for loop in my drawFrame for(loop=0; loop < MAX_PARTICLES; loop++) tnx Turn a Quad into particles - Puzzler183 - Feb 6, 2005 08:23 AM If you are using immediate mode, switch to vertex arrays (and then vertex buffer objects) for this since it's dynamic. Turn a Quad into particles - MACnus - Feb 6, 2005 08:57 AM Do you mean something like this: Code: typedef structTurn a Quad into particles - Duane - Feb 6, 2005 09:10 AM probably nothing to do with this, but turn it into a: Code: typedef structwhen you would normally look at fade, instead look at color[3], which would be transparency. |