au3Irr2 Function Reference
_IrrAddFadeOutParticleAffectorAdds a fade out affector to a particle system gradually fading particles out so they are invisible when they are deleted.
#Include <au3Irrlicht2.au3>
_IrrAddFadeOutParticleAffector($h_ParticleSystem, $i_FadeFactor, $i_Red, $i_Green, $i_Blue)
Parameters
$h_ParticleSystem | Handle of the particle system the created affector is attached to. |
$i_FadeFactor | Milliseconds the fade out effect will take place. |
$i_Red, $i_Green, $i_Blue | Values of the colour the particles are faded to (0-255) |
Return Value
success: Handle of the created affector.failure: false
Remarks
The fade out affector fades the particles out as they come to the end of their lifespan and stops them 'popping' out of existance. This creates a convincing effect for fire and smoke in particular.
Related
_IrrAddParticleSystemToScene, _IrrSetParticleAffectorEnable, _IrrRemoveAffectors
Example
#include "au3Irrlicht2.au3"
_IrrStart()
; add particle system with default emitter to the irrlicht scene manager
local $particleSystem = _IrrAddParticleSystemToScene($IRR_DEFAULT_EMITTER)
local $ParticleTexture = _IrrGetTexture( "./media/ParticleGrey.bmp" )
; setup this affector for a simple flashing-out effect
_IrrAddFadeOutParticleAffector( $particleSystem, 250, 255, 255, 0)
_IrrSetNodeMaterialTexture( $particleSystem, $ParticleTexture, 0 )
_IrrSetNodeMaterialFlag( $particleSystem, $IRR_EMF_LIGHTING, $IRR_OFF )
_IrrSetNodeMaterialType ( $particleSystem, $IRR_EMT_TRANSPARENT_ADD_COLOR )
local $nodeCamera = _IrrAddCamera( 80,0,0, 20,40,0 )
WHILE _IrrRunning()
_IrrBeginScene( 0,0,50 )
_IrrDrawScene()
_IrrEndScene()
WEND
_IrrStop()