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frustumCulled = false should be mentioned in docs about pool emitters. #126

@code-matt

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@code-matt

I am using the pool functionality for some rocket explosions. I was having very weird behavior where sometimes the particles would show up and sometimes not. After much trial and error, I realized they only worked if 0,0,0 was within my frustum

    explosionGroup.mesh.frustumCulled = false
    scene.add(explosionGroup.mesh)

adding this before I add the mesh to the scene solved the issue for me

perhaps the affects more than pool emitters even ?

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