I have noticed that when using a Particle System with a custom shader effect (which is working great like in playground: http://www.babylonjs-playground.com/#1ASENS)
but if you add a second particle system to the scene (even WITHOUT a custom effect... it reports several errors):
I made a playground to show the problem: http://www.babylonjs-playground.com/#1ASENS#40
Basically just add another particle system after 5 seconds:
// Create second particle system
window.setTimeout(()=>{
var emitter1 = BABYLON.Mesh.CreateBox("emitter1", 0.1, scene);
emitter1.isVisible = true;
emitter1.position.x += 1;
// More Particles
var particleSystem1 = new BABYLON.ParticleSystem("particles", 4000, scene, null);
particleSystem1.particleTexture = new BABYLON.Texture("textures/flare.png", scene);
particleSystem1.minSize = 0.1;
particleSystem1.maxSize = 1.0;
particleSystem1.minLifeTime = 0.5;
particleSystem1.maxLifeTime = 5.0;
particleSystem1.minEmitPower = 0.5;
particleSystem1.maxEmitPower = 3.0;
particleSystem1.emitter = emitter1;
particleSystem1.emitRate = 100;
particleSystem1.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
particleSystem1.direction1 = new BABYLON.Vector3(-1, 1, -1);
particleSystem1.direction2 = new BABYLON.Vector3(1, 1, 1);
particleSystem1.color1 = new BABYLON.Color4(1, 1, 0, 1);
particleSystem1.color2 = new BABYLON.Color4(1, 0.5, 0, 1);
particleSystem1.gravity = new BABYLON.Vector3(0, -1.0, 0);
particleSystem1.start();
}, 5000);
Yo @Deltakosh ... Can you check this out... Please
Note: If I don't use a custom effect at all... it works fine... Like in playground: http://www.babylonjs-playground.com/#1ASENS#42