how to handle scale
- Various situations use various scale...
- currently an emitter is require a lot of change for each scale
- how to handle those variation of scale
What about something similar to three.js
- aka the emitter got a scale
emitter.scale() getter/setter
- and all effects which needs it will use this if needed
- it isnt clear it is possible to do better
- issue it mean you will have to modify each effect
what about using three.js scene graph and container.scale ?
- does this work ?
- try to make it work. it is very eleguant
result
- seems to work. aka particles are changing size
- but particle size doesnt stay proportional to the vertex geometry