endSpriteCellID in animation sheet

repro: Babylon.js Playground

Click on the sphere. My animation sheet only has 4 numbers. According to the doc, We are only going to use the first 10 cells of the spritesheets and so startSpriteCellID is 0 and endSpriteCellID is 9

In the pg: if I set

vfx.startSpriteCellID= 0;
vfx.endSpriteCellID= 3;

The animation only runs to 3. If I set vfx.endSpriteCellID= 4;, it works correctly. Is this wai or did I make a mistake? I know its just 1 frame, but for long lifetime particle systems, it does matter.

cc @Pryme8 our mastermind here

I did the sprite map stuff not the sprite sheet/particle system stuff I don’t think. Its been so long maybe I did do this but I don’t have any memory of it. Who did the Particle System stuff? I think this is a part of that.

sorry buddy! I did not read the question correctly! My bad :slight_smile:
I’m on my phone until tuesday but I will check as soon as I’m back :wink:

Unless someone else can in the meantime

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No worries, I was digging through my mind to try to remember totally does some like something Id have done XD.

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Here we are: Fix particle cell ID computation by deltakosh · Pull Request #14993 · BabylonJS/Babylon.js (github.com)


Tested, fix works! Thank you!