At long last, after 2 days of frustrating debugging, the particles are finally integrated into the Engine. Jorry, you can now design and draw particles and explosions and I will spend a few days replicating the visuals onscreen. And since the particles are drawn last, no transparency problems, hurray! More work will be done to improve the visual quality of the effects, stay tuned for particles 2.0.
Sweet. Do the particles currently allow for ambient + directional lighting? (like in BasicEffect) If so, we can use CompositeLight to compute basic light-coloring for the particle effects while maintaining the transparency.
BeantwoordenVerwijderenIt supports nothing really. Not even directionals since its not drawn with basicEffect but with a custom shader. We will have to put that in. Now the color just comes from 2 values already in the shader: min and maxColor, used to create randomness between particles. Shouldnt be too hard.
BeantwoordenVerwijderenI have the lighting code used for the cube-mapping shader. It includes support for the ambient + directional lighting, this should be easily transferable to the particle shader.
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