It never snows here, but we've got like a foot of snow. Went sledding last night. It's amazing
Well, that's enough to dispel the "sprites are slower" myth!
Check out the loop category of conditions in the system object - "For", "For Each", "For Each Ordered", etc.
Added this one to the FAQ because it seems to come up a lot.
Sounds like the system expressions article.
This is answered by FAQ #4.
This is a great idea! It'd be really useful to have a list of mini video-tutorials on how to do simple tasks. We could list them on the wiki as well to help new users. What do you think?
It's only if you enable certain options like particle rotation, then it has to draw them like sprites... it can texture particles with one vertex just fine and it barely affects performance from my own profiling. Davo can tell you more about which options go to sprite-style rendering.
Wow :O That's amazing! Very realistic... that would make an amazing game.
I think Direct2D is more aimed at high quality text rendering. From what I've read, it can draw on top of Direct3D applications as well, so we can take advantage of it - when we write a DirectX 11 runtime...
Is there an inbuilt reason that particles are more efficient than sprites to render?
DirectX can draw a particle from a single vertex, but a sprite requires four. So the data to transfer to the GPU is about a quarter that of sprites.
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You can't do that with layer effects, but you could put a canvas on one layer with "Grab before rendering" enabled and a magnify effect.
Member since 21 May, 2007
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Wider technology issues from Ashley's perspective.