Ahhhh... That's like the curse of death, JCL. I know you're just telling me what the engine can or can't do, and thanks for doing it right away, but this will just kill my project if I can't work around this error. The images I posted were a "rough" demo and already it looked pretty realistic. With particle motion, this building looked like it was on fire.

Particles are perfect for this project. This is a shame. Framerate wasn't even an issue, I was having no problems there. I took the 128x128 maps for the original particles and reduced them to 32x32 with about a 100% increase in the framerate I was getting. Heck, it ran decent on a PIII laptop!

Funny thing is that I've never run into this before and I have another project where you are inside a building, it is full of smoke, and the fire appears through the smoke as you approach it - BUT - I coded my own particle transparency function where the fire fades in and out based on my distance to it.

I was going along on the assumption that the engine would simply render the particles that were emitted closer to the camera before the particles emitted from a farther point.

If this was your project, and you had to use particles, is there any work-around you would try???

I'm grasping here.

Regards, Ron