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	<updated>2026-04-21T23:08:51Z</updated>
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		<title>Anders: Created page with &quot;{{:GraphicParticleSystemExampleCode}}  ==Inheritance== RenderNode  ==Static functions== {| class=&quot;wikitable&quot; !|return !|function !|description |- |GraphicParticleSystem |new(int maxParticle, float particleLifeTime, bool loopParticleEffect) |Create a new Instance of the the GraphicParticleSystem |- |GraphicParticleSystem |GraphicParticleSystem:new(int maxParticle,...&quot;</title>
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		<updated>2025-07-05T13:01:38Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{:GraphicParticleSystemExampleCode}}  ==Inheritance== &lt;a href=&quot;/index.php/RenderNode&quot; title=&quot;RenderNode&quot;&gt;RenderNode&lt;/a&gt;  ==Static functions== {| class=&amp;quot;wikitable&amp;quot; !|return !|function !|description |- |&lt;a href=&quot;/index.php/GraphicParticleSystem&quot; title=&quot;GraphicParticleSystem&quot;&gt;GraphicParticleSystem&lt;/a&gt; |&lt;a href=&quot;/index.php?title=GraphicParticleSystem:new(int_maxParticle,_float_particleLifeTime,_bool_loopParticleEffect)&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;GraphicParticleSystem:new(int maxParticle, float particleLifeTime, bool loopParticleEffect) (page does not exist)&quot;&gt;new&lt;/a&gt;(int maxParticle, float particleLifeTime, bool loopParticleEffect) |Create a new Instance of the the GraphicParticleSystem |- |&lt;a href=&quot;/index.php/GraphicParticleSystem&quot; title=&quot;GraphicParticleSystem&quot;&gt;GraphicParticleSystem&lt;/a&gt; |GraphicParticleSystem:new(int maxParticle,...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{:GraphicParticleSystemExampleCode}}&lt;br /&gt;
&lt;br /&gt;
==Inheritance==&lt;br /&gt;
[[RenderNode]]&lt;br /&gt;
&lt;br /&gt;
==Static functions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|return&lt;br /&gt;
!|function&lt;br /&gt;
!|description&lt;br /&gt;
|-&lt;br /&gt;
|[[GraphicParticleSystem]]&lt;br /&gt;
|[[GraphicParticleSystem:new(int maxParticle, float particleLifeTime, bool loopParticleEffect)|new]](int maxParticle, float particleLifeTime, bool loopParticleEffect)&lt;br /&gt;
|Create a new Instance of the the GraphicParticleSystem&lt;br /&gt;
|-&lt;br /&gt;
|[[GraphicParticleSystem]]&lt;br /&gt;
|[[GraphicParticleSystem:new(int maxParticle, float particleLifeTime)|new]](int maxParticle, float particleLifeTime)&lt;br /&gt;
|Create a new Instance of the the GraphicParticleSystem&lt;br /&gt;
|-&lt;br /&gt;
|[[GraphicParticleSystem]]&lt;br /&gt;
|[[GraphicParticleSystem:new(SceneNode graphicParticleSystem)|new]]([[SceneNode]] graphicParticleSystem)&lt;br /&gt;
|Create a Instanced copy of the graphic particle. All Particle system is renderd at the same time&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|return&lt;br /&gt;
!|function&lt;br /&gt;
!|description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:activate()|activate]]()&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:deactivate()|deactivate]]()&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|[[ParticleSystem:getMaxParticles()|getMaxParticles]]()&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:addparticle(Vec3 startPosition, Vec3 velocity, Vec2 uvCoord, Vec4 startColor, Vec4 finalColor, float startSize, float finalSize, float timeOffset)|addparticle]]([[Vec3]] startPosition, [[Vec3]] velocity, [[Vec2]] uvCoord, [[Vec4]] startColor, [[Vec4]] finalColor, float startSize, float finalSize, float timeOffset)&lt;br /&gt;
|Add a particle to the particle system. timeOffset is a blue bettwen [0,1]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:setShader(Shader shader)|setShader]]([[Shader]] shader)&lt;br /&gt;
|If you want to use a custom shader that is not the default &amp;quot;ParticleEffectBasic&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:setRenderBlendMode(GL_Blend sFactor, GL_Blend dFactor)|setRenderBlendMode]]([[GL_Blend]] sFactor, [[GL_Blend]] dFactor)&lt;br /&gt;
|setBlendMode&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:setCutOfTime(float cutOfTime)|setCutOfTime]](float cutOfTime)&lt;br /&gt;
|Set the Cut of time. This should be a Value bettew 0 and particleLifeTime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[ParticleSystem:compile()|compile]]()&lt;br /&gt;
|Compile the particle effect so it can be used be the graphic engine, before this is done this particle effect will not be visible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Anders</name></author>
	</entry>
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