Particle candy: Hide all particles?

Blitz3D Forums/Blitz3D Userlibs/Particle candy: Hide all particles?

I just purchased Particle Candy after reading the comments about it. So far it works as expected.

Only one problem... I am sure this is possible somehow as the particles supposedly belong to a single mesh for each emitter or so.

We are having post-process rendering in our game, and I need the particles to be rendered only on one of the three renders. Easiest way out is to obviously hide the particles for the other renders.

I emailed the maker of this engine but so far I haven't received any response on this. Has anybody here messed around with it enough to know how to possibly hide them? and I don't mean hiding the emitter but the particles themselves.

Thanks in advance.

If you want to hide ALL of the particles then simply hide the mesh (there are only two unless you've modified the particlecandy code) - I think they are listed as either pt_mesh, have a look through the global variables in the include file - it is not too hard to find.

Create a pivot as an emitter and position it to the mesh (your actual emitter) then hide the pivot whenever you want to hide particles.

Got it. There are lots of undocumented functions on the library though. I am wondering what ParticleType_SetTrail () does, because I am trying to have my particles to form a nice trail as the carrier moves at high speed.

How did you accomplish it? Maybe useful for other people as a reference.

Mortiis:

This is what Mike Dogan (Particle Candy's author) responded:

HideEntity PTMesh(0)
HideEntity PTMesh(1)

As for the trails, not sure yet.

Hi,

What is the latest version of Particle Candy?

JP

1.5.3 I think.

Thx ;-)