Jeffrey "botman" Broome wrote:
...this probably should be... float flPercent = 0.0f; if (abs(maxZ - minZ) > 0.00001) // avoid nasty divide by zero problem flPercent = (zCoords[iCurParticle] - minZ) / (maxZ - minZ);
...and while we're at it, quick optimization (you don't need to sort if there's only one particle). Change this... // Do an O(N) bucket sort. This helps the sort when there are lots of particles. #define NUM_BUCKETS 32 ..to this... if (!pMaterial->m_Particles.m_pNext) // is there only one particle? return; // don't need to sort just one // Do an O(N) bucket sort. This helps the sort when there are lots of particles. #define NUM_BUCKETS 32 -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

