Exemplo n.º 1
0
//--------------------------------------------------------------------------
void Projectile::prepRenderImage( SceneRenderState* state )
{
   if (mHasExploded || mFadeValue <= (1.0/255.0))
      return;

   if ( mDataBlock->lightDesc )
   {
      mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() );
   }

   /*
   if ( mFlareData )
   {
      mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
      mFlareState.scale = mFlareScale;
      mFlareState.lightInfo = mLight;
      mFlareState.lightMat = getTransform();

      mFlareData->prepRender( state, &mFlareState );
   }
   */

   prepBatchRender( state );
}
Exemplo n.º 2
0
//--------------------------------------------------------------------------
bool Projectile::prepRenderImage(SceneState* state, const U32 stateKey,
                                       const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
   if (isLastState(state, stateKey))
      return false;
   setLastState(state, stateKey);

   if (mHidden == true || mFadeValue <= (1.0/255.0))
      return false;

   // This should be sufficient for most objects that don't manage zones, and
   //  don't need to return a specialized RenderImage...
   if (state->isObjectRendered(this))
   {
      if ( mDataBlock->lightDesc )
      {
         mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() );
      }

      /*
      if ( mFlareData )
      {
         mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness;
         mFlareState.scale = mFlareScale;
         mFlareState.lightInfo = mLight;
         mFlareState.lightMat = getTransform();

         mFlareData->prepRender( state, &mFlareState );
      }
      */

      prepBatchRender( state );
   }

   return false;
}