I am trying to create an effect and fade the particles overtime, however when I set the endColor alpha value, the particles always fade to pure white instead of fading out.
I'm setting up the PointParticleSystem as such:
emitter.startColor = (ccColor4F) {1.0f, 1.0f, 1.0f, 1.0f};
emitter.startColorVar = (ccColor4F) {0.0f, 0.0f, 0.0f, 0.0f};
emitter.endColor = (ccColor4F) {1.0, 1.0, 1.0, 0.0f};
emitter.endColorVar = (ccColor4F) {0.0f, 0.0f, 0.0f, 0.0f};
emitter.texture = [[TextureMgr sharedTextureMgr] addImage:@"heart.png"];
emitter.blendAdditive = NO;
I've tried numerous solution attempts such as commenting out the line that changes the blending mode in PointParticleSystem, and forcing
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
However nothing seems to help, here's an example of the problem.
Here is an image of the error for reference:


The odd part is that the particles fade out correctly in the simulator.

~maria