On Dec 13, 2005, at 7:01 PM, Joseph J. Strout wrote:
At 5:12 PM -0500 12/13/05, Frank Condello wrote:
Although the bulk per-vertex transformations are handled relatively
quickly in C++ code, Material.DiffuseColor would be much more
efficient for this situation (i.e. a solid coloured mesh changing to
some other solid colour).
That's a good point. AddRGBtoAll is more useful when you have a
multicolored mesh, and want to (say) tint it red by adding 50 to the
red component of all colors.
What I'm aiming for is a particle generator that uses a single triangle
its base (in addition to a quad with a texture which I have now), so I
can change the color as the particle's lifetime increases. For me it's
to simulate flames whose particles will go from yellow, orange and red
to black. It's the simplest geometry, but there will be dozens in a
particle system. So it sounds like I'd define a texture (Material), but
instead of loading an image with a mask, I'd just update DiffuseColo.
This is nicer because I can use a quad and just add some additional
logic to my current particle system.
Thank you both!
--
Joseph Nastasi
Pyramid Design - a software development firm
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