void Draw()
	{
		for (int i = 0; i < voCameras.size(); ++i)
		{
			switch (voCameras[i]->Tag)
			{
			case CameraUnion::INT:	 UpdateCameras(*voCameras[i]->iCamera); break;
			case CameraUnion::FLOAT: UpdateCameras(*voCameras[i]->fCamera); break;
			}
		}
	}
Exemple #2
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/*
 * Update() is called once per frame from the Game() instance.
 */
void PoolScene::Update() {
    if (waterReflectionCamera.IsValid() && waterReflectionCamera->GetSceneObject().IsValid()) {
        // Update the positions of [waterReflectionCamera] and [waterSurfaceCamera] to match [mainCamera].
        // Additionally set reflection parameters for [waterReflectionCamera].
        UpdateCameras();

        // advance ripples
        UpdateRippleSimulation();
    }
}
Exemple #3
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/*
 * Called whenever this scene is activated.
 */
void PoolScene::OnActivate() {

    UpdateCameras();
}