Birdie posted a function called TurnTriangle() in the code archives. That is perfect for the rotation of each particle.
The only obvious structural difference is that, instead of a spritehandle in your type fields, you'll need a triangle index ( or two if you're using two triangles per particle )
Alpha, I assume you can do with the extra parameter added to the VertexColor commands.
Animated textures will require a lot of playing around with UV coordinates.
The only obvious structural difference is that, instead of a spritehandle in your type fields, you'll need a triangle index ( or two if you're using two triangles per particle )
Alpha, I assume you can do with the extra parameter added to the VertexColor commands.
Animated textures will require a lot of playing around with UV coordinates.