void GPUParticle::PreWarm(float f_Time){ float fTime = 0.0f; float fDeltaTime = 0.01f; while (fTime < f_Time){ shaderUpdate(fTime,fDeltaTime); fTime+=fDeltaTime; } }
void TextEditor::updateShader() { if( m_autoUpdate ) { emit shaderUpdate( this->toPlainText(), m_id); m_autoUpdate = false; } }
void GPUParticle::draw(const glm::mat4& a_cameraTransform, const glm::mat4& a_projection) { // update the particles using a vertex shader and transform feedback shaderUpdate(); // draw the particles using the Geometry Shader to billboard them shaderDraw(a_cameraTransform,a_projection); }