Hi, Riq,
Notice that `memset(_quads, 0, quadsSize);` will clear the `texture cords` in `_qual`. The 
```cpp
void ParticleSystemQuad::setTextureWithRect(Texture2D *texture, const Rect& rect)
{
    // Only update the texture if is different from the current one
    if( !_texture || texture->getName() != _texture->getName() )
    {
        ParticleSystem::setTexture(texture);
    }

    this->initTexCoordsWithRect(rect); // Here reset the tex cords.
}
Maybe add a method called `updateTexCoords()` will be better.
void ParticleSystemQuad::setTexture(Texture2D* texture)
{
    const Size& s = texture->getContentSize();
    this->setTextureWithRect(texture, Rect(0, 0, s.width, s.height));
}
```