public void AddParticle(Vector3 Position, Vector3 Velocity)
{
for (int p = 0; p < particleArray.Length; p += 4)
{
for (int thisP = 0; thisP < 4; thisP++)
{
if (p == nextParticle && myLastpos != targetPos)
{
particleArray[p + thisP].Position = Position;
particleArray[p + thisP].Color = particleColor;
}
particleArray[p + thisP].SpriteSize = (Vector3.Distance(particleArray[p + thisP].Position, targetPos) / myScale.X);
}
}
nextParticle++;
if (nextParticle >= particleArray.Length / 4)
nextParticle = 0;
vb = new DynamicVertexBuffer(REngine.Instance._game.GraphicsDevice, typeof(BillboardParticleElement), 4 * partCount, BufferUsage.WriteOnly);
vb.SetData(particleArray);
}