diff --git a/wled00/FXparticleSystem.cpp b/wled00/FXparticleSystem.cpp index 9aff84b8..4075f914 100644 --- a/wled00/FXparticleSystem.cpp +++ b/wled00/FXparticleSystem.cpp @@ -1304,7 +1304,7 @@ void ParticleSystem1D::particleMoveUpdate(PSparticle1D &part, PSparticleFlags1D partFlags.outofbounds = false; // reset out of bounds (in case particle was created outside the matrix and is now moving into view) if (perParticleSize && advancedproperties != nullptr) { // using individual particle size? - 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 + 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 if (advancedproperties->size > 1) 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) else // single pixel particles use half the collision distance for walls