ParticleSystem::setVisible
Posted: Sat May 24, 2008 12:49 pm
It seems that if you set a ParticleSystem to be invisible via ::setVisible(false) it will still update itself every frame; as long as it is in the scene. ParticleSystems DO have a nonvisible_update_timeout option; but that only works if the particle system is outside the camera frustum (even if setVisble(false)).
What this means is that if you create a lot invisible particle systems you will consume a VERY large amount of CPU time. I solved this by detaching particle systems instead of just setting them as invisible; but this seems like a hack to me.
Shouldn't ->setVisible work together with nonvisible_update_timeout? This behaviour should at least be documented with a big warning in the manual.
What this means is that if you create a lot invisible particle systems you will consume a VERY large amount of CPU time. I solved this by detaching particle systems instead of just setting them as invisible; but this seems like a hack to me.
Shouldn't ->setVisible work together with nonvisible_update_timeout? This behaviour should at least be documented with a big warning in the manual.