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- CommentAuthorlisztomania
- CommentTimeNov 7th 2011
Hi,
I post a previous message but now it's ok.
But my program got too many lags :/ I create a deathzone on all my scene (so all particles are dead but still laggy...)
So my question is quite simple : How can I delete a particle when its variable isDead is true ?
Because I have 400 particles per ghost and I've max 4 ghost at the same time on my stage and it's very slow...
Maybe it's cause by the Blurfilter : GetRenderer().addFilter(new BlurFilter(2, 2, 1)); but I think it's not only that or not that.
If you can help me :D
Good night ! -
- CommentAuthorRichard
- CommentTimeNov 8th 2011
If a particle is marked dead (particle.isDead is true) then the system will remove it on the next frame update. You don't have to do anything to remove the particle. -
- CommentAuthorlisztomania
- CommentTimeNov 8th 2011
ok, thanks to your fast answer :D
So I think it's the blurfilter function which is the problem :/ I need this effect but I don't know how to optimize it é_è -
- CommentAuthorRichard
- CommentTimeNov 15th 2011 edited
Is your bitmap renderer as small as possible? Making the renderer's canvas smaller is the most effective way to optimise the filters. -
- CommentAuthorhaoyutang
- CommentTimeNov 24th 2011
I met same problem before, I start the emitters again and again and found that the performance was going lower.
My solution is: (I did below steps before each start())
1. call killAllParticles() for each emitter.
2. remove the emitters from the renderer.
Hope it helps :)
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