//SetParticles does a global set, so you can be sure all kernels neccesary for updating use the right memory. protected void BindParticles() { Manager.Bind(); Emitter.Bind(); ForceManager.Bind(); ColliderManager.Bind(); }
//SetParticles does a global set, so you can be sure all kernels neccesary for updating use the right memory. protected void BindParticles() { Manager.Bind(); Emitter.Bind(); ForceManager.Bind(); ColliderManager.Bind(); }