Been a while. Quick outline of what I did since last time:
- Added math to base processor so that particles can be drawn or expelled from a central gravity well.
- Finished adding support for custom shaders (no more COMPILING after shader modifications!!)
- Added more attributes and exposed them to shaders. Currently color is calculated based on particle's age and velocity. Size is likewise.
- Figured out how to turn on aliased (circular) GL_POINTS
- Turned on alpha blending