Check out this very simple setup for a particle system with just one particle. There seems to be something wrong with the culling process of Papervision, or I'm implementing it very wrong.
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Because you add a Particles instances (the particle system) to the scene, and then add instances of Particle (the individual particles) to the system, there are two places where culling needs to occur. First the bounding box (or ~sphere) of the system needs to be culled, and then the individual particles need culling.
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However, I seem to find that this is not working properly. The origin of the system is culled the instant it reaches the viewport edge, and you get a popup effect with every particle in your system.
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Just copy & paste this class in a Particle.as class, compile it, and move around with the DebugCamera. This class extends the BasicView, which sets the viewport.autoCulling to true.
<pre>
        import org.papervision3d.cameras.CameraType;
        import org.papervision3d.core.geom.Particles;
        import org.papervision3d.core.geom.renderables.Particle;
        import org.papervision3d.materials.special.BitmapParticleMaterial;
        import org.papervision3d.view.BasicView;
        public class ParticleView extends BasicView {
                public function ParticleView() {
                        super(740, 500, false, false, CameraType.DEBUG);
                        var sys : Particles = new Particles();
                        scene.addChild(sys);
                        
                        var bmd : BitmapData = new BitmapData(100, 200, false, 0xFF9900);
                        var mat : BitmapParticleMaterial = new BitmapParticleMaterial(bmd, 1);
                        var prt : Particle = new Particle(mat, 1);
                        
                        sys.addParticle(prt);
                        
                        startRendering();
                }
        }
</pre>
Am I doing something wrong, is PV maybe, or have I misunderstood the principle of the particle system somehow?
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