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Update particle examples
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+1
@@ -82,6 +82,7 @@ void drawParticle(PVector center, float opacity) {
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noStroke();
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tint(255, opacity * 255);
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texture(sprite);
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normal(0, 0, 1);
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vertex(center.x - partSize/2, center.y - partSize/2, 0, 0);
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vertex(center.x + partSize/2, center.y - partSize/2, sprite.width, 0);
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vertex(center.x + partSize/2, center.y + partSize/2, sprite.width, sprite.height);
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+2
-1
@@ -26,12 +26,13 @@ void setup() {
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PShape part = createShape(QUAD);
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part.noStroke();
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part.texture(sprite);
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part.normal(0, 0, 1);
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part.vertex(-partSize/2, -partSize/2, 0, 0);
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part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
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part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
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part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
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part.end();
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particles.addShape(part);
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particles.addChild(part);
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}
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partLifetime = npartTotal / npartPerFrame;
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+1
@@ -48,6 +48,7 @@ void drawParticle(PVector center) {
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noStroke();
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tint(255);
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texture(sprite);
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normal(0, 0, 1);
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vertex(center.x - partSize/2, center.y - partSize/2, center.z, 0, 0);
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vertex(center.x + partSize/2, center.y - partSize/2, center.z, sprite.width, 0);
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vertex(center.x + partSize/2, center.y + partSize/2, center.z, sprite.width, sprite.height);
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+2
-1
@@ -24,12 +24,13 @@ void setup() {
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part.noStroke();
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part.tint(255);
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part.texture(sprite);
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part.normal(0, 0, 1);
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part.vertex(cx - partSize/2, cy - partSize/2, cz, 0, 0);
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part.vertex(cx + partSize/2, cy - partSize/2, cz, sprite.width, 0);
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part.vertex(cx + partSize/2, cy + partSize/2, cz, sprite.width, sprite.height);
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part.vertex(cx - partSize/2, cy + partSize/2, cz, 0, sprite.height);
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part.end();
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particles.addShape(part);
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particles.addChild(part);
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}
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// Writing to the depth buffer is disabled to avoid rendering
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