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.
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.
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.
+ Code Snippet#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
+ Code Snippetcreate2DEffect( effect_1, "birds", 1.3, 20, 20, 20, 0,2 )