Quote: "Did you get it working?"
No, and I am using the same 2d sample in the sample folders., everything is the same, but the sample works. , I wonder.
Quote: "Where you are running the Particle Editor from is folder "2D Runtime Demo" that has the basics."
I did, I copied the code from that example to my game and still nothing.
the Particles Do not show on the 2d sprite, the sprite just turns white.
Quote: "Are AppGameKit particle system using shaders?"
It does but this particle setup I'm trying to use does not, all it is , a simple particle to see if I can get it to work.
#include "inc_gpup.agc"
tmp = gpup_init()
type t_objects
effect as integer
rendertex as integer
sprite as integer
class as integer
endtype
global objects as t_objects[10]
do
gpup_update() // Update the particles
Print("Active effects: "+str(gpup_settings.activeEffects))
SetClearColor( 0, 0, 0 ) // the background color needs to be black in order to avoid additive blended sprites to be filled with a visible background
gpup_effect2Tex(objects[0].rendertex, objects[0].effect, 1)
sync
loop
function create2DEffect( ID, effectName$, effectSize#, textureSize, spritePosX#, spritePosY#, spriteDepth, blendMode )
objects[ID].effect = gpup_loadEffect(effectName$, 0,0,0, effectSize#)
gpup_emitterActive(objects[ID].effect, 1) // Set the emitter active (triggered effects will automatically go to sleep mode when not used)
gpup_setEffectVisible(objects[ID].effect, 0) // Hide the 3D effect, it should only show in the sprite images, not in the default cam
objects[ID].rendertex = gpup_addTex(textureSize) // prepare a texture for the fire effect to be rendered into
objects[ID].sprite = CreateSprite(objects[ID].rendertex) // Create a sprite that will display the effect
SetSpriteDepth(objects[ID].sprite, spriteDepth)
SetSpritePosition(objects[ID].sprite, spritePosX#, spritePosY#)
SetSpriteTransparency(objects[ID].sprite, blendMode)
endfunction
create2DEffect( effect_1, "birds", 1.3, 20, 20, 20, 0,2 )