in the interests of knowing if i'm using this right, does this make effective use of what the module can achieve?
Strict Import Indiepath.Render2Texture Graphics 512,512,0 tRender.Initialise() Local particleX#[36,100] Local particleY#[36,100] Local particleVelocity#=2 Local particleRadius#[36,100] Local particleAngle#[36,100] Local particleExists[36,100] Local i=0 Local o=0 Local ms=MilliSecs() Local image1:TImage = tRender.Create(512,512) Global Milisegundos:Int=MilliSecs() Global Fps_Contador:Int=0 Global Fps:Int=0 'set particles into a number of rings For i=0 To 35 For o=0 To 99 'angle is set so one particle is placed every 10 degrees particleAngle[i,o] = i*10 'and each ring is place ten pixels behing the one in front particleRadius[i,o] = -o*10 Next Next While Not KeyHit(key_escape) tRender.TextureRender_Begin(image1) tRender.BackBufferRender_Begin() SetAlpha 0.99 SetColor 255,0,255 SetBlend lightblend DrawImage image1,-10,0 For i=0 To 35 For o=0 To 99 particleRadius[i,o]=particleRadius[i,o]+particleVelocity particleAngle[i,o]:+0.1'particleAngle[i,o]+particleVelocity*o/2 particleX[i,o]=(Cos(particleAngle[i,o])*particleRadius[i,o])+320 particley[i,o]=(Sin(particleAngle[i,o])*particleRadius[i,o])+240 If particleRadius[i,o]>=320 particleRadius[i,o] = -particleRadius[i,o] End If If particleRadius[i,o]>=0 DrawOval particleX[i,o],particley[i,o],3,3 End If Next Next tRender.BackBufferRender_End() tRender.TextureRender_End() Flip 0 Cls Wend