I believe we discussed this a little bit a month or so ago and didn't come up with anything. I think that transforming each and every particle may just be a fact of particle life. The reason the engine slows down so much when you are close to the particles is of course fill rate, and the only way to avoid that is to make the particle smaller (which would look bad) or to draw less particles, which I think might not be noticable when you are so close to the particle system. We could have some kind of LOD fairly easily. In answer to you earlier email, I can't say for sure since the particle stuff was all done by Kamil, but I'm fairly sure everything is hard coded right now, so grab our source and have a look. I remember seeing hardcoded templates. Darryl > -----Original Message----- > From: Lithander [mailto:lithander@xxxxxx] > Sent: Thursday, June 05, 2003 1:39 PM > To: pythian@xxxxxxxxxxxxx > Subject: [pythian] Re: PROJECT - Beta Released > > > I've thought a bit on how to optimise ppFX and it's clear > that rendering is > consuming most of the performance. > Blending is costly (wich can't be changed) but worse it that > I render every > particle for itself. I push the matrix apply rotation and > translation call > a glBegin glEnd and pop the Matrix for every particle. But > I've no idea how > this could be helped... anybody else? > >