ShaderParticleEngine
ShaderParticleEngine copied to clipboard
frustumCulled = false should be mentioned in docs about pool emitters.
I am using the pool functionality for some rocket explosions. I was having very weird behavior where sometimes the particles would show up and sometimes not. After much trial and error, I realized they only worked if 0,0,0 was within my frustum
explosionGroup.mesh.frustumCulled = false
scene.add(explosionGroup.mesh)
adding this before I add the mesh to the scene solved the issue for me
perhaps the affects more than pool emitters even ?