Renderer · type

ParticleFacing

How a particle's quads are turned.

Explained in Hello world.

type ParticleFacing = 'camera' | 'cross' | 'velocity'
import type { ParticleFacing } from '@driftengine/core';

In depth

'camera' is one quad facing the viewer, and the default. 'cross' is the pair of world-fixed blades this batch drew before the option existed — see uCameraFacing in shaders/particle.ts for the artifact that made the default the other one, and for what the cross still buys a caller who wants it back. 'velocity' faces the camera with its up along the particle's travel across the view — a streak, a spark stretched by its motion — and a particle at rest faces the camera as 'camera' does.