Particles vs. ParticleSystem in three.js

I'm struggling with the visualization I'm working on, it's a stream of repeating images. I have one sprite job with ParticleSystem, but I can only apply one material to the system. Since I want to choose between textures, I tried to create a pool of Particle objects so that I could select materials individually, but I cannot get a separate Particle to display using the WebGL renderer.

This is my first foray into WebGL / Three.js, so I probably am doing something bone, but I thought it was worth asking how to do it right. I see three possibilities:

  • I am using Particle incorrectly (initializing with the displayed material, adding to the scene, installation position), and I need to fix what I'm doing.
  • I need a ParticleSystem for every sprite I want to display.
  • What I am doing does not fit into the particles at all, and I really have to use a different type of object.

All the examples that I see using the canvas renderer use Particle directly, but I cannot find the example using the WebGL renderer that does not use ParticleSystem. Any clues?

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, , github. . , Particle Canvas Renderer, Sprite Three.JS. ParticleSystem, , , . , WebGL 3D. , , CanvasRenderer. ParticleSystem , , .

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: THREE.Particle THREE.CanvasRenderer.

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