ou thats a problem.

I need to render particles as sphere point sprites to a depthtexture for "Smoothed Particle Hydrodynamics".



In works like this:
- Render particles to depthmap as sphere point sprites
- Smooth depthtexture
- Calculate Normals from Depth
- Render Gouradshaded(skipping densitity texture here, as this is the first simple goal i want to archieve)



This Document highlights these single steps:
https://developer.nvidia.com/content/fluid-simulation-alice-madness-returns

But sprites are much much slower frown (or am i mmissing something?)


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development