Particle COLOR Á£×ÓµÄÑÕÉ«
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Particle COLOR
----------------

The script in this example is:

default {
    state_entry() {    
        llParticleSystem( [
            PSYS_PART_START_COLOR,< 0.0, 1.0, 0.0 >,
            PSYS_PART_END_COLOR,  < 1.0, 0.0, 0.0 >,
           
            PSYS_PART_START_SCALE,< 3.0, 3.0, 0 >,
            PSYS_SRC_BURST_PART_COUNT,2, 
            PSYS_SRC_BURST_RATE,5.2, 
            PSYS_PART_MAX_AGE,5.0,  
            PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_DROP,
           
            PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK 
        ] );
    }
}

(Ignore the middle section with SCALE, COUNT, RATE, AGE and PATTERN until later.)

COLOR < red, green, blue >:
        maximum:  <  1, 1, 1 >   (white, the default)
        minimum:   < 0.0, 0.0, 0.0 >  (black)
       

Particles in this example start green and end red.
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The option to re-color particles, like all flags, is OFF by default.
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To enable it, you must include the PSYS_PART_INTERP_COLOR_MASK as one of the PSYS_PART_FLAGS as shown above.   (No other flags are used in this example)
Particle color CAN be affected by nearby light sources.
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One of the most common particle options causes particles to
be 'full brightness'.   To add it to this script you would change the
flags line to be:
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            PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK  | PSYS_PART_EMISSIVE_MASK

See the example on FLAGS and MASKS for an explanation.
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If you're not familiar with color vectors, it's helpful to know that:
red is <1,0,0>, green <0,1,0>, blue <0,0,1>
yellow is <1,1,0>, cyan <0,1,1> and magenta <1,0,1>
Pink is <1,0.5,0.75>, etc...
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