SinhNQ Posted March 19, 2018 Share Posted March 19, 2018 Hi @Deltakosh As like the title, can you support some missing properties for GPUParticleSystem? 1. manualEmitCount 2. minAngularSpeed 3. maxAngularSpeed 4. AnimationSheet Would be great if they have be supported Thank you! Quote Link to comment Share on other sites More sharing options...
Guest Posted March 19, 2018 Share Posted March 19, 2018 1. Due to inner way of working of the GPU particles, this one is not possible 2./3./4. Highly feasible Just add a new issue on the repo to track it Wingnut 1 Quote Link to comment Share on other sites More sharing options...
SinhNQ Posted March 19, 2018 Author Share Posted March 19, 2018 Added: https://github.com/BabylonJS/Babylon.js/issues/3982 Wingnut and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
alexoy Posted March 25, 2018 Share Posted March 25, 2018 Hi, @Deltakosh, if Nr.1 is not possible - how to stop GPUParticles process? Not destroy completely (like with dispose()). For example, if you emit something on a shoot event - you don't want these special effects be visible all the time. I see start()/stop() methods, but what means "When calling system.stop() on a GPUParticleSystem object, you will force the system to stop generating new particles. But particles will still be rendered even if not visible" ? What means will be rendered even if invisible and new particles are not generating? Quote Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2018 Share Posted March 26, 2018 This means that the GPU will keep rendering invisible particles. this is because the GPU will render a specific amount of particles without any CPU control Quote Link to comment Share on other sites More sharing options...
alexoy Posted March 26, 2018 Share Posted March 26, 2018 You mean that stop() just makes particles invisible, but they will continue to be rendered by GPU? If not - where invisible particles comes from? Theoretically all of existing particles should die somewhen Quote Link to comment Share on other sites More sharing options...
Guest Posted March 27, 2018 Share Posted March 27, 2018 The way GPU particles works does not allow me to change the buffer size. So when stop is called all particles will die at some point in time and will then be rendered as fully transparent. There is no good way to know when all particles are dead as they all have random lifetime and the CPU cannot get info from the GPU Quote Link to comment Share on other sites More sharing options...
Guest Posted March 27, 2018 Share Posted March 27, 2018 But when you are sure they are all dead you can then all dispose() but it is manual Quote Link to comment Share on other sites More sharing options...
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