There is an odd bug with particle system.
Easy way to test like so, change this line:
_waterParticle = new WorldParticle(map, WATER, 200, 0.2f, DENSITY_WATER / 1.05f, size, 1000);
to
_waterParticle = new WorldParticle(map, WATER, 300, 0.2f, DENSITY_WATER / 1.05f, size, 1000);
And now with this if you touch water etc, you won't get particles always. There seems now to be periods of when particles work and periods when they don't appear at all.
If I change to 1000 or more, visible period seems longer but later they wont appear at all.
I suspected void WorldParticle::spawnParticle may be going bad for // reuse oldest case. But no, this seems to happen before reaching _maxParticles even.
It'd be good to fix this frist, as this somewhat required or trouble for features 4,5,6 from #174.
Update: this may not be a problem. Since for #174 I need just drawing client particles, no collision, more like weather not like waterParticle which is sent over network(?) and has physical body.
There is an odd bug with particle system.
Easy way to test like so, change this line:
_waterParticle = new WorldParticle(map, WATER, 200, 0.2f, DENSITY_WATER / 1.05f, size, 1000);to
_waterParticle = new WorldParticle(map, WATER, 300, 0.2f, DENSITY_WATER / 1.05f, size, 1000);And now with this if you touch water etc, you won't get particles always. There seems now to be periods of when particles work and periods when they don't appear at all.
If I change to 1000 or more, visible period seems longer but later they wont appear at all.
I suspected
void WorldParticle::spawnParticlemay be going bad for// reuse oldestcase. But no, this seems to happen before reaching_maxParticleseven.It'd be good to fix this frist, as this somewhat required or trouble for features 4,5,6 from #174.
Update: this may not be a problem. Since for #174 I need just drawing client particles, no collision, more like weather not like waterParticle which is sent over network(?) and has physical body.