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SFML projects / Re: Thor 2.0
« on: May 08, 2012, 05:06:04 pm »
I've been thinking about passing RenderStates via the draw method, and I thought maybe it would be better to pass a pointer to a RenderStates object at construction of a particle system (like you currently do with a texture). That way you can set the texture/blendmode/shader once for the whole particle system, and don't have to worry about overriding the texture when drawing. For instance I use BlendAdd for fire particles, BlendMultiply for a smoke particle system and I could also create a system with a glow shader for making lasers and things. Just an idea.
I'm going to try deriving my own affector tonight too... I had an idea for one which scales particles based on their velocity so slower particles look smaller and therefore further away - a kind of fake 'depth' effect. We'll see how it goes
I'm going to try deriving my own affector tonight too... I had an idea for one which scales particles based on their velocity so slower particles look smaller and therefore further away - a kind of fake 'depth' effect. We'll see how it goes
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