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Found 2 results

  1. Hi, I switched to the new GPUParticleSystem, and I noticed, that the particles freeze on the screen in their last state, when the targeStopDuration was reached. This doesn't happen when using the normal ParticleSystem. Is this a bug, or intended behaviour? Here's a playground example: http://www.babylonjs-playground.com/#7H1RN9#2 (left box is normal ParticleSystem, right box is GPUParticleSystem, both using identical settings) Thanks
  2. Please see a short demo: https://www.babylonjs-playground.com/#PU4WYI#7 The GPUParticleSystem have priority rendering higher than Mesh, is it scheme of designed? although I NOT set renderingGroupId. If right so, why not designed like ParticleSystem?
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