I am trying to model explosions, through particles.
I need to visualize it, and until now I have used a texture with the GL_POINT_SPRITE_ARB extension along with the following blend function:
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
This works when I use a dimmed gauss-bell shaped texture, because the particles are added on top of each other.
The case is that I want to let the particles become dark smoke after a while.
How do I do that?
Can I define a 3D texture, and come up with some other blending scheme?
Any suggestions are welcome!
I am not drawing my particles in any particular order, and I would preferebly avoid sorting them.