The most effective way to do so is using a shader to update the particle positions. This way you don't have to transfer data through the bus, but it's also relatively complex. I could help you, though.
If you don't want to do this, try to use glDrawArrays on your raw data instead using a VBO and tell us if it is faster:
K-Bal wrote:The most effective way to do so is using a shader to update the particle positions. This way you don't have to transfer data through the bus, but it's also relatively complex. I could help you, though.
If you don't want to do this, try to use glDrawArrays on your raw data instead using a VBO and tell us if it is faster:
I ended up re-writing my particle system, but this time with openGL in mind. It now runs REALLY FAST with 100,000 particles! My old particle system code was trash, the new code is shiny and clean! It does run faster with the VBO, rather than with just raw data.
Does anyone know any good ways of controlling the particles? Like how to get the particles to emit from a point in a circle, algorithms, and stuff like that?
Bakkon wrote:Your particles seem to be making a square shape instead of circular. Try normalizing the direction vector.
Thats the thing, im just generating random offsets to make the particles move the way they are, im looking for an efficient way of making them go in a circle, i have no circle algorithm type thing...