5
votes
1answer
188 views

overlapping 3d particles not blending nicely when at the same z

I'm working on a 3d particle emitter. It's going pretty good but I'm still having a problem with triangle sorting. As you can see in the photos, there are some particles that are not blending ...
1
vote
2answers
102 views

Adding an angle variance to a 3d vector

I am converting a particle emitter from 2d to 3d. In the 2d system the original coder used a random angle variance and added it to the angle. So it would be something like: thisAngle = emitterAngle ...
0
votes
1answer
82 views

Particles placed in the middle of the screen (OpenGL ES 2 / Android)

It seems like each of my particles is placed at (0, 0, 0) even though I'm setting different positions for each of them (debugger also confirms this). It must be something really silly that I'm ...
0
votes
1answer
78 views

Particle system lifetimes in OpenGL ES 2

I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: ...
4
votes
3answers
507 views

OpenGL ES 2.0 - How to batch draw particles that have unique translations, rotations, scales, and alphas?

I've combined all of my vertex data for many particles into a single array. How would I batch draw all of those particles in a manner that preserves their unique translations? Any code examples ...
3
votes
2answers
645 views

OpenGL sprites and point size limitation

I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency ...