void RenderBackground::loadTexture() { // is a texture already loaded? -> then delete DELPTR(tex_); // create Texture if (mode_ == "none") { createEmptyTexture(); } else if (mode_ == "radial") { createRadialTexture(); } }
void dcLevel::init() { ship_.init(); ship_.particles = &particles_; endless_.init(); // tunnel_.init(8 , 11, 10.0f, 10.0f); dcRailPos::radius = 6.7f; spawner_.particles = &particles_; spawner_.init(); endless_.spawner = &spawner_; spawner_.spawnMany(endless_.getCurrentDepth(), endless_.getCurrentDepth()-endless_.getCurrentTunnelLength(), endless_.getRadius()-2.0f, 10); blur_texture = createEmptyTexture(128, 128); particles_.init(); }