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GPURenderer particle #235
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The problem is gone if i add only a single system to the scene. But if i add another one the uv coordinates of the particles are messing up. |
Yes I'm also encountering this issue Looks like it's already been reported and fixed according to this though? #90 |
@butzemannbiber did you try adding alpha to the WebGLRenderer?
I pulled the GPURenderer example particle system (data.js) and was having the same issue as above until I added that. When I tried that fix on my own fireball though the issue still persists :( |
@butzemannbiber @samyH are you using NPM for the module or did you build the library yourself? The npm library hasn't been updated in over a year. There are some new fixes that are in the github that might help. |
Version: 10.0.3
I'm trying to use the GPURenderer for performance reasons and the results performance wise are very good. The problem is that the particles are not fully rendered (i dont use multiple emitters just a simple smoke system).
It seems that only one quarter is being rendered and the rest of the texture is missing out. I also tried the GPURenderer particle systems from the examples getting a very similar result.
This is the code i use for initializing;
Nebula.fromJSONAsync(this.getParticleSystem(name), THREE).then((loaded) => { const nebula = loaded.addRenderer(this.gpuRenderer) for (let e in nebula.emitters) { const emitter = nebula.emitters[e] emitter.setPosition(position) } ... })
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