Variable particleFlipbookOverLifeBitConst Advanced
particleFlipbookOverLifeBit: {
bindings: { material: { uFlipbookGrid: "vec3<f32>" } };
gl: { vertex: { beforeTransform: string } };
gpu: { vertex: { beforeTransform: string } };
name: string;
} = ...
Type Declaration
-
bindings: { material: { uFlipbookGrid: "vec3<f32>" } }
-
gl: { vertex: { beforeTransform: string } }
-
gpu: { vertex: { beforeTransform: string } }
-
name: string
Plays the flipbook once over a particle's life, first frame at birth and last at death
Give the container the whole sheet as its one texture, not an array of frames, and set its
uFlipbookGriduniform to[columns, rows, frameCount]. Frames run left to right, then top to bottom, in equal cells. Compose it after particleLifetimeBit.