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Hello,

I'm having some issues with particles rendering. 
The renderer I'm using GLGraphics and the calls I make are basic:
Copy code
  1. beginShape(POINTS);
  2. for(Particle p: particles) vertex(p.x,p.y,p.z);
  3. endShape();
The issue I'm having is hardware related: When the camera
gets close enough to particles on some computers the vertex() calls get rendered as circles (newer/better graphic cards)
while on other computers(older ones or with integrated/less powerful graphic cards) they get rendered as squares.

Is there any way to get past that issue ? I was thinking of drawing ellipses instead of vertices, but I've got a few thousand particles animating in a busy scene and on cheap video cards framerate goes down to 12 fps and I fear adding more vertices per particle won't help. 

I don't have a lot of experience with OpenGL, but is there any other hack that could work in this situation ?

Thanks,
George

Replies(1)

You could look into POINT_SPRITES within a GLModel.

See: Models > SwarmingSprites