//! Adds a billboard. void BillboardManager::AddBillboard(Graphics* pGraphics, BillboardVertex* billboard) { static int id = 0; billboard->Id = id++; mBillboardList.push_back(billboard); BuildVertexBuffer(pGraphics->GetDevice()); }
void ParticleSystem::Initialize(ID3D10Device* lDevice, char* lFilename, UINT maxParticles, UINT lStructSize) { mDevice = lDevice; mShaderObject->Initialize(mDevice, lFilename, D3D10_SHADER_ENABLE_STRICTNESS); mMaxParticles = maxParticles; BuildRandomTexture(); BuildVertexBuffer(lStructSize); }
bool InitDirect3DApp::Init() { if(!D3DApp::Init()) return false; // Set up the vertex and index buffers for the shape we are drawing BuildVertexBuffer(); BuildIndexBuffer(); BuildEffect(); BuildVertexLayout(); return true; }
NzSkyboxBackground::NzSkyboxBackground() { if (!s_indexBuffer) s_indexBuffer = BuildIndexBuffer(); if (!s_shader) s_shader = BuildShader(); if (!s_vertexBuffer) s_vertexBuffer = BuildVertexBuffer(); m_indexBuffer = s_indexBuffer; m_sampler.SetWrapMode(nzSamplerWrap_Clamp); // Nécessaire pour ne pas voir les côtés m_shader = s_shader; m_vertexBuffer = s_vertexBuffer; }
void ExplosionSystem::BuildVertexBuffer() { for (auto it = MistVector.begin(); it != MistVector.end(); it++) it->first.BuildVertexBuffer(); for (auto it = BurstVector.begin(); it != BurstVector.end(); it++) it->first.BuildVertexBuffer(); for (auto it = ShockwaveVector.begin(); it != ShockwaveVector.end(); it++) it->first.BuildVertexBuffer(); for (auto it = FlashVector.begin(); it != FlashVector.end(); it++) it->first.BuildVertexBuffer(); for (auto it = SparksVector.begin(); it != SparksVector.end(); it++) it->first.BuildVertexBuffer(); for (auto it = TrailSystemVector.begin(); it != TrailSystemVector.end(); it++) it->BuildVertexBuffer(); for (auto it = DebrisVector.begin(); it != DebrisVector.end(); it++) it->first.BuildVertexBuffer(); }