# 3D particle system (Now with full support for 2D and castle-editor)

**URL:** https://forum.castle-engine.io/t/3d-particle-system-now-with-full-support-for-2d-and-castle-editor/406
**Category:** Uncategorized
**Created:** [August 18, 2021, 4:25am UTC](https://forum.castle-engine.io/t/3d-particle-system-now-with-full-support-for-2d-and-castle-editor/406 "2021-08-18T04:25:35Z")
**Posts on this page:** 1
**Page:** 2

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [September 23, 2026, 5:01pm UTC](https://forum.castle-engine.io/t/3d-particle-system-now-with-full-support-for-2d-and-castle-editor/406/21 "2026-09-23T17:01:57Z")

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> [@kagamma](#):
>
> Hm it looks like `AddRenderEvent` does not honor blending sort settings. Make sense because it only accepts drawing function as sole parameter and excludes everything else (bounding boxes ect)

Indeed, it’s a known TODO for `AddRenderEvent`.

Right now, `TShapesRenderer.Render` ( [link](https://github.com/castle-engine/castle-engine/blob/9b1073883e177126ec3711af63cbe25dd911f7e9/src/scene/castleinternalshapesrenderer.pas#L633) ) just executes all registered “render events” ( `Shapes.FRenderEvents.ExecuteAll(PassParams)` ) before proceeding to sort and render shapes (`Shapes.FCollected.SortBackToFront` when `PassParams.UsingBlending`). We don’t collect information to usefully sort custom rendering routines. I plan to do this, the plan at the bottom of [news post you found](https://castle-engine.io/wp/2023/06/30/big-renderer-improvements-correct-and-automatic-blending-sorting-more-powerful-batching-now-cross-scene-easier-and-more-reliable-occlusion-culling-and-occlusion-sorting/) is still relevant:)

I added this to my TODO, after finishing Delphi+Android/iOS and shadow maps rework. Please bump me, e.g. creating a GitHub issue, if it will take me too long 🙂

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