Files
godot/scene/3d
PouleyKetchoupp d82cc621e1 Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;

Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.

(cherry picked from commit 1c231cacb3)
2020-08-21 02:28:19 +02:00
..
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-01-01 11:16:22 +01:00
2020-04-16 11:42:07 +02:00
2020-04-16 11:42:07 +02:00
2020-01-01 11:16:22 +01:00