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On 09/03/2010 at 08:34, xxxxxxxx wrote:
I don't have my Compiler handy right now, so I might be a bit off, but when saying
tposarr[i]
what you are dealing with is a the array i, and you should be able to deal with it as though it were a normal array.
Thus,
tposarr[i].Push(..)
should work.
Also, when working on a new particle, you might need to do something like a
tposarr.push(new GeDynamicArray<Vector>)
to append a new array to your array of arrays :-)
But bear in mind the following: If a particle's life is only starting in frame 100, then the spline will (with your above code) have the value of frame 100 at position 0, frame 101 at position 1 etc., so whatever you want to do with the splines will not preserve the time. If you want for example to have an object follow the spline, you might need to keep book about each particle's lifespan.
So, depending on what you want to do, it might be a more interesting alternative to look at animation tracks instead of splines. Depends on your mission :-)