Index: ode.c
===================================================================
--- ode.c	(revision 831)
+++ ode.c	(revision 832)
@@ -4230,7 +4230,9 @@
     {
     raydium_hdr_map(); // create HDR map
     raydium_shadow_map_render();
+    raydium_particle_draw_all ();
     }
+
 }
 
 // This function is probaby slow like hell but is used near inner core of
@@ -4277,8 +4279,8 @@
     oo2=dGeomGetData(o2);
     g=raydium_ode_ObjectNearCollide;
     if(g && !g(oo1->id,oo2->id)) return;
-    if(raydium_ode_record_play_fp && raydium_ode_record_play_ghost_tag && 
-       (raydium_ode_record_play_world==oo1->id || 
+    if(raydium_ode_record_play_fp && raydium_ode_record_play_ghost_tag &&
+       (raydium_ode_record_play_world==oo1->id ||
         raydium_ode_record_play_world==oo2->id ))
         return;
     dSpaceCollide2 (o1,o2,data,&raydium_ode_near_callback);
ace.
+
+No memory allocation is done here.
+
+This function can be used on normal and static elements.
+Note: This is a "Raydium clone" of dBodyGetPosRelPoint.
+**/
+
+__rayapi signed char raydium_ode_element_vect2world(int element,dReal *vect,dReal *world);
+/**
+Given a vector expressed in the ##element## coordinate system (dReal[3]), 
+rotate it to the world coordinate system (##world##, dReal[3]).
+
+No memory allocation is done here.
+
+This function can be used on normal and static elements.
+Note: This is a "Raydium clone" of dBodyVectorToWorld.
+**/
+
 __rayapi signed char raydium_ode_element_aabb_get (int element, dReal * aabb);
 /**
 AABB means Axis-Aligned Bounding Box. This function will return element's
##. This function will return -1 if the
+animation's not found. Mostly for internal use.
+**/
+
 extern void raydium_object_anim_generate_internal(int object, int instance);
+/**
+Internal. Transformed mesh generation.
+**/
+
 extern void raydium_object_anim_frame(int object, int instance, GLfloat frame);
+/**
+Sets current ##frame## for one ##instance## of ##object##. ##frame## is
+automatically bounded.
+**/
+
 extern void raydium_object_anim_frame_name(char *object, int instance, GLfloat frame);
+/**
+Same as above, but using ##object##'s name.
+**/
+
 extern void raydium_object_anim(int object, int instance, int anim);
+/**
+Sets current ##anim## for one ##instance## of ##object##.
+**/
+
 extern void raydium_object_anim_name(char *object, int instance, char *anim);
+/**
+Same as above, but using ##object##'s name and ##anim##'s name.
+**/
 
 extern void raydium_object_anim_instance(int object, int instance);
+/**
+With this function, you must set what instance will be drawn when
+##raydium_object_draw()## will be called with ##object## argument.
+
+Default is set to instance 0.
+**/
+
 extern void raydium_object_anim_instance_name(char *object, int instance);
+/**
+Same as above, but using ##object##'s name.
+**/
 
-
 #endif