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Sep 25, 2015 at 13:32 vote accept dimitris93
Sep 18, 2015 at 9:21 answer added Philipp timeline score: 1
Jun 18, 2015 at 19:02 comment added Alexandre Desbiens See this image, you will understand.
Jun 18, 2015 at 19:01 comment added dimitris93 @AlexandreDesbiens Oh I thought you meant I would have to fill the gaps that way. The reason I didn't add this as an answer is because skew in XNA is really expensive (especially for a particle system like this one) and it needs to be done with a dynamic vertex buffer for performance which I haven't done yet.
Jun 18, 2015 at 18:57 comment added Alexandre Desbiens That was my point about the QUAD_STRIP, it does that automatically. But I'm glad you found a solution to your problem. Feel free to create an answer and accept it if you are done.
Jun 18, 2015 at 18:56 comment added dimitris93 @AlexandreDesbiens In the end what I did was to skew instead of rotate. But that's an interesting idea.
Jun 18, 2015 at 16:50 comment added Alexandre Desbiens A quick idea would be to use the QUAD_STRIP primitive, as seen here.
Jan 19, 2015 at 8:15 answer added user52551 timeline score: 0
Jan 19, 2015 at 4:10 history edited dimitris93 CC BY-SA 3.0
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Jan 19, 2015 at 3:56 history asked dimitris93 CC BY-SA 3.0