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

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