For my project Ogre in c++, I want to create an animation of an object using SimpleSpline of Ogre. Everything works perfectly, the object is animated along the sequence of points in the path correctly. Since I need to use a scene with orthographic view, so no perspective, I would still simulate the effect depth "playing" on the scale of the object.
Thus, for each frame updating position and scale of the object in this way:
const Vector3 position = this->getPoint(index_, time_);
const float scale = 1 / (1 + position.z);
node_->setScale(scale, scale, scale);
node_->setPosition(position);
It works quite good. Is there a way to make the depth effect more realistic?
You can try using DeflectorPlane in the script of your particle system.
Here you can find the documentation and the usage.