Reply To: DX 11 implementation You are here: Home / Latest News/Blog / Reply To: DX 11 implementation Home › Forums › TimelineFX Module › DX 11 implementation › Reply To: DX 11 implementation March 12, 2018 at 11:48 pm #6438 peterigzKeymaster Hi, the blending in the editor is either Alpha blending where the colours are just mixed together based on the alpha values, or additive blending where colours are added together. It looks like you are only using alpha blending? It might be called Lightblend in DX but not sure. The animated particles are just sprite sheets. These are drawn based on the start frame and the frames per second as set on the Frame Rate graph. You can see on the Particle tab in the editor that you can also set the animation to play in reverse. The frame number is what’s passed in – it’s passed in as a float because you can change the frame rate that it’s played so it’s just converted to an int to draw the nearest available frame.