Because emitter is descendant of TCastleSceneCore and uses direct OpenGL calls instead of CGE’s own renderer, there’re a lot of TCastleScene’s functionality and behaviors that are missing at the moment. I’ve spent the last few days to add some of it back:
- BoundingBox and frustum culling works. The emitter doesn’t calculate bounding box so you need to set up bounding box manually via Effect.BBox property, either by code or by using particle editor / edit particle file.
- Visible works.
- The component registers to TRenderStatistics as 1 Shape / 1 Scene.
- Instancing, by putting the same emitter to multiple TCastleTransform nodes works. It doesn’t use GPU instancing at the moment.
Edit: I decide to remove ProcessEvents at the moment, mainly for backward compatibility with the old 2D particle system.