ShaderParticleEngine icon indicating copy to clipboard operation
ShaderParticleEngine copied to clipboard

frustumCulled = false should be mentioned in docs about pool emitters.

Open code-matt opened this issue 7 years ago • 0 comments

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 ?

code-matt avatar Dec 09 '17 18:12 code-matt