public PrimitiveParticleSystem(PrimitiveParticleSystemInfo psi)
        {
            for (int i = 0; i < MAX_PARTICLES; i++)
            {
                particles[i] = new ParticlePrimitive();
            }

            info = psi;

            vecLocation.X=vecPrevLocation.X=0.0f;
            vecLocation.Y=vecPrevLocation.Y=0.0f;
            fTx=fTy=0;
            fScale = 1.0f;

            fEmissionResidue=0.0f;
            nParticlesAlive=0;
            fAge=-2.0f;
        }
        public override void Start()
        {
            //var meshAsset = Engine.Assets.Load <MeshAsset> ();

            //var vb = Platform.Graphics.CreateVertexBuffer (meshAsset.VertexDeclaration, meshAsset.VertexCount);
            //vb.SetData <REFLECTION> ()

            var ta = Engine.Assets.Load <TextureAsset> ("assets/cvan01.bba");
            tex1 = Platform.Graphics.CreateTexture (ta);
            var tb = Engine.Assets.Load <TextureAsset> ("assets/bg2.bba");
            tex2 = Platform.Graphics.CreateTexture (tb);

            q = new Triple ();
            q.blend = BlendMode.Default;
            q.tex = tex1;
            q.v [0].Colour = Rgba32.Blue;
            q.v [0].Position.X = 0.0f;
            q.v [0].Position.Y = 0.0f;
            q.v [0].UV = new Vector2 (0, 0);
            q.v [1].Colour = Rgba32.Green;
            q.v [1].Position.X = 0.5f;
            q.v [1].Position.Y = 0.5f;
            q.v [1].UV = new Vector2 (1f, 1f);
            q.v [2].Colour = Rgba32.Red;
            q.v [2].Position.X = 0f;
            q.v [2].Position.Y = 0.5f;
            q.v [2].UV = new Vector2 (0, 1f);
            returnScene = this;

            s = new SpritePrimitive (this.Engine.PrimitiveRenderer, tex2, 64, 64, 256, 256);
            s.SetBlendMode (BlendMode.Default);

            var psi = new PrimitiveParticleSystemInfo ();
            psi.sprite = s;
            psi.fLifetime = 3f;
            psi.colColourStart = Rgba32.Red;
            psi.colColourEnd = Rgba32.Yellow;
            psi.nEmission = 10;
            psi.fSpinStart = 0.3f;
            psi.fRadialAccel = 0.1f;
            psi.fSpeed = 3f;
            psi.fSizeVar = 0.1f;

            ps = new PrimitiveParticleSystem (psi);
        }