// |----------------------------------------------------------------------------| // | Initialize | // |----------------------------------------------------------------------------| bool ParticleSystemClass::Initialize(ID3D11Device* device, WCHAR* textureFilename) { bool result; // Load the texture that is used for the particles. result = LoadTexture(device, textureFilename); if(!result) { return false; } // Initialize the particle system. result = InitializeParticleSystem(); if(!result) { return false; } // Create the buffers that will be used to render the particles with. result = InitializeBuffers(device); if(!result) { return false; } return true; }
bool ParticleModel::Initialize(ID3D11Device* device) { bool result; // Initialize the particle system. result = InitializeParticleSystem(); if (!result) { return false; } // Create the buffers that will be used to render the particles with. result = InitializeBuffers(device); if (!result) { return false; } m_texture = m_TextureManager->GetTexture(Constants::STAR); return true; }
bool ParticleSystemClass::Initialize(ID3D11Device* device, WCHAR* textureFilename) { bool result; result = LoadTexture(device, textureFilename); //load the texture that is used for the particles if(!result) { return false; } result = InitializeParticleSystem(); if(!result) { return false; } result = InitializeBuffers(device); if(!result) { return false; } return true; }