I admit that I know little about this particular structure, but you should not change the transparency through the vertex points in the 3D model. Points are usually x, y, z coordinates. Now the vertex points will affect how sprites are illuminated if you use a lighting system. You can also use vertex information to apply various transparency effects.
Now, perhaps there are a dozen different ways to do this. Usually you have a texture with varying degrees of alpha that can be set at runtime. Graphic APIs usually have some filtering function that can quickly apply values ββfor sprites / textures, while a good one uses a graphic chip, if available.
If you can use the effect, it is usually better, since the nuclear way is to create a bunch of different copies of the sprite, and then apply the effects to them separately. If you use Gouraud Shading, then it gets easier, because Gouraud uses code to populate texture information.
Are you using light particles now? Some graphical APIs do have code that makes light particles.
Edit: I just remembered Vertex Shaders that could.
Joe plante
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