We are NOT using a particle system. We have our own pool of billboard sets attached to scene nodes. The problem is, they are NOT visible in our client but are in the particle accelerator. Yes, I realize that PA is using a particle system but we should be able to achieve the same affect.
Code: Select all
// Create Projectile BillboardSet with Default Material.
sprintf( mTempStr, "Scene/BillboardSet/Weapon/Projectile/%lu", i );
mWeaponProjectilePool[ i ].BillboardSet = mOgreSceneMgr->createBillboardSet( mTempStr, 1 );
mWeaponProjectilePool[ i ].BillboardSet->setDefaultDimensions( 5.0f, 100.0f );
mWeaponProjectilePool[ i ].BillboardSet->setMaterialName( "Equipment/Weapon/Projectile/Default" );
mWeaponProjectilePool[ i ].BillboardSet->setRenderingDistance( 10000.0f );
mWeaponProjectilePool[ i ].BillboardSet->setBillboardType( Ogre::BillboardType::BBT_ORIENTED_SELF );
mWeaponProjectilePool[ i ].BillboardSet->setCommonUpVector( Ogre::Vector3::UNIT_Y );
mWeaponProjectilePool[ i ].BillboardSet->setCommonDirection( Ogre::Vector3::UNIT_Z );
mWeaponProjectilePool[ i ].BillboardSet->setUseAccurateFacing( true );
mWeaponProjectilePool[ i ].BillboardSet->setBillboardOrigin( Ogre::BillboardOrigin::BBO_CENTER );
mWeaponProjectilePool[ i ].BillboardSet->createBillboard( Ogre::Vector3::ZERO );