To start this out:
I know all the math and stuff needed to create a particle system. It isn’t very complicated and it isn’t part of the question, so I’m just verifying that.
I plan to add a simple particle system to my (3D) engine that supports texturing, transformation, and additive blending, however I am not quite sure on how exactly to implement it graphics wise.
I have a mesh class that simply holds a vbo and an ibo which get drawn to the screen. The mesh class also holds an array of Vertex (one of my classes. Contains the position, texCoord, normal, and tangent) and integers.
So should I use this class with a shader in order to draw everything somehow, or should I render them some other way, completely different from my mesh class?