On 14-Dec-05, at 10:31 AM, Joseph J. Strout wrote:
At 8:43 AM -0500 12/14/05, Joseph Nastasi wrote:
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 DiffuseColor.
Right -- and just to clarify the terminology a bit, this is NOT
defining a texture. It's just defining a material. A material may
be a texture, or it may be a solid color; in this case you want the
latter.
You should be able to use both - Quesa will modulate the texture
colour by the diffuse colour if the geometry is using a nullshader
(which would normally be the case for smoke/fire effects). I'd hope
the Material class would allow this as well, but the docs aren't
clear, and I've never actually tried it myself.
Frank.
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