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* When using gl_pointparameters, the particles always had the same size regardless of resolution, i.e. they look bigger (use bigger part of screen) at lower resolutions. Now I scale gl_particle_size according to the resolution, assuming the configured size looks good at 800x600 (or generally 600px vertical) * When not using gl_pointparameters, a textured triangle is rendered. The texture had a resolution of 8x8 pixels and looked like a cross, now it's 16x16 and has rounded ages, looking more like a circle. So particles with "gl_pointparameters 0" should look much better now. |
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