Timeline for Lightning bolt effect with particles is not continuous
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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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.
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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.
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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 |
added 47 characters in body
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Jan 19, 2015 at 3:56 | history | asked | dimitris93 | CC BY-SA 3.0 |