Original Post
Hi,
I have a working particle system. Currently what it does is hold a single quad and render all the particles (no texture change) one after another after I edit the world matrix and send it to the hardware.
This of course kills the fps. I want to switch to using a vertex buffer for all quads then render with the same world matrix, I should get a very big boost from this.
I am faced with a problem though. How do I manage the VB''s? I mean if I create a VB (per emitter let''s say) and some particle in the array dies then I need to either draw the primitives in chunks from the array, or copy the whole thing to a new VB.
Another alternative I encoutered was to create a new VB each time I update the world (maybe even for all the particles??) but this sounds taxing on the hardware, I haven''t tried this in any of my code so I don''t know what kind of impact it''d have on fps.
One last thing, Does anyone have any expirience with d3d''s point sprites? is there stuff you could do with a quad based PS that you couldn''t with point sprites? What generation hardware supports this feature? or in short... what''s the deal with point sprites?
cheers,
Random Logic