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One of the issues that comes with the whole particlesystem-as-meshes approach is the fact that MSB suffers from overdraw while at the same time, lacks clearly defined edges.
I thought of a way to basically simulate the triangle filling pass in the fragment shader, when rendering into separate fbos for every particleMesh.
But it’s complicated and nothing I’ll get around to doing in the near future.

So I guess that leaves me with a simple question: triangulate or not?

Do people think that the current image quality – the particle-ness of MSB is an issue?

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