bugfix
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@@ -1304,7 +1304,7 @@ void ParticleSystem1D::particleMoveUpdate(PSparticle1D &part, PSparticleFlags1D
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partFlags.outofbounds = false; // reset out of bounds (in case particle was created outside the matrix and is now moving into view)
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if (perParticleSize && advancedproperties != nullptr) { // using individual particle size?
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renderradius = PS_P_HALFRADIUS - 1 + advancedproperties->size; // note: for single pixel particles, it should be zero, but it does not matter as out of bounds checking is done in rendering function
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renderradius = PS_P_HALFRADIUS_1D - 1 + advancedproperties->size; // note: for single pixel particles, it should be zero, but it does not matter as out of bounds checking is done in rendering function
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if (advancedproperties->size > 1)
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particleHardRadius = PS_P_MINHARDRADIUS_1D + ((advancedproperties->size * 52) >> 6); // use 1 pixel + 80% of size for hard radius (slight overlap with boarders so they do not "float" and nicer stacking)
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else // single pixel particles use half the collision distance for walls
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