Пример #1
0
void RenderingContext::ApplyBatch( IRenderBatch* val )
{
	SetBatch(val);
	if (mBatch!=nullptr)
	{
		mBatch->Apply();
		UpdateShaderVariables();
	}
}
Пример #2
0
FireworkEffect::FireworkEffect(const float &fScale, const VECTOR3 &vPos)
{
	Init();

	m_fScale	= fScale;
	m_vSource	= vPos;
	SetBatch(gParticleManager()->RequestBatch());

	Start();
}
Пример #3
0
SparkEffect::SparkEffect(const float &fScale, Node *pSourceNode, VECTOR3 vDir)
{
	Init();

	m_fScale	= fScale;
	if (m_fScale < 0.35f)
	{
		m_fScale = 0.35f;
	}

	m_vSource	= pSourceNode->m_PosQuat.pos;
	m_vDir.x	= -vDir.x; //dir is opposite of where the object was traveling.
	m_vDir.y	= -vDir.y;
	m_vDir.z	= 0.0f;
	NormalizeVECTOR3(m_vDir);

	SetBatch(gParticleManager()->RequestBatch());

	Start();
}