I think the problem is not with my particle engine (how dare you suggest that!!! :) but with additive blending in general. What I've found is that the sprites impact framerate in direct proportion to their pixel size, which is exactly what you'd expect. The more pixels that must be modified by the sprite, the more slowdown.
So, while a particle system running 2 or 3 thousand particles may run at 30 fps when the camera is twenty feet from the system, when you get close up, it slows down quite a bit to 8-10 fps. Five particles should be absolutely no problem for the engine, however, regardless of how close up it is. I don't think. :) If you want, send me the files, I can take a look at them. You have defined maxtrashparticles, btw, right? If not, news and deletes will take their toll on the system (although again, 5 particles should not be doing this regardless). Persuter _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

