void Emitter::beginRender(float tween) { Object::beginRender(tween); vel = getRenderTform().v - pos; pos = getRenderTform().v; for (int k = 0; k < channels.size(); ++k) { gxChannel* chan = channels[k]; if (!chan->isPlaying()) { channels[k] = 0; continue; } chan->set3d(&pos.x, &vel.x); } }
bool MD2Model::render( const RenderContext &rc ){ static Frustum f; new( &f ) Frustum( rc.getWorldFrustum(),-getRenderTform() ); if( !f.cull( rep->getBox() ) ) return false; if( anim_mode & 0x8000 ){ rep->render( this,trans_verts,anim_time,trans_time ); }else{ rep->render( this,render_a,render_b,render_t ); } return false; }
bool Light::beginRender( float tween ){ Object::beginRender( tween ); light->setPosition( &getRenderTform().v.x ); light->setDirection( &getRenderTform().m.k.x ); return true; }