Turn a Quad into particles
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
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
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.
maybe he wants a more realistic look?
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.
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...
Global warming is caused by hobos and mooses
thanks for the suggestions, i will try it out soon.
I will post the final code if you are interested.
I will post the final code if you are interested.
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.
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
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
If you are using immediate mode, switch to vertex arrays (and then vertex buffer objects) for this since it's dynamic.
Do you mean something like this:
?
Code:
typedef struct
{
float pos[3];
BOOL active;
float color[3];
float dir[3];
float life;
float grav[3];
float fade;
} Particles;
probably nothing to do with this, but turn it into a:
when you would normally look at fade, instead look at color[3], which would be transparency.
Code:
typedef struct
{
float pos[3];
BOOL active;
float color[4];
float dir[3];
float life;
float grav[3];
} Particles;when you would normally look at fade, instead look at color[3], which would be transparency.
It's not magic, it's Ruby.
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