Sorry I do not think that is what I meant ( not sure ), apologies for not being clear, I've provided a demo of the issue:
( ALT + F4 to close, it's starbust, but same issue in PS/FFPS )
So in this demo, when you move the mouse, the state is rotating using this code, you can also see that each card rotates a different amount, due to the position in relation to the center of the screen, this is the key to what I am trying to explain that is not happening with particles:
var pt:Point = new Point( mouseX - sw , mouseY - sh );
rotationX = pt.y / ( sh * 1 );
rotationY = -pt.x / ( sw * 1 );
pt = null;
As you can see, all the cards are inheriting the containers ( State( extends Sprite3D ) ) rotations, and it's a lovely effect, but the particles are not inheriting the rotations, actually it does not work very well with Sprite3D containers at all I believe ( as I said the position becomes altered, and another bug I found.. but anyway ).
So I was wondering if it's possible to make the particles bend with the view, just like the cards are, I've got a gamejam tomorrow, no worries if there's no quick fix, If necessary I can just use the particlesystem to display weather like effects as a non rotatable overlay, if I still plan on showing off Sprite3D.
If I want particles to inherit rotations from my Sprite3D state like my cards, I can just use a crappy performance?; Method of bursting starling sprites, this should work as an alternative quick fix.
Thank you, Daniel, always appreciate your help
p.s. I think rooting in a firmware update to my TF101 to KitKat ( 4.4.4 ),
fixed the minimise bug ( POSSIBLY ), but I'm still going to use my custom quadbatch.as