32 virtual bool IsPointTexture() {
return false; }
33 virtual bool IsAlphaTested() {
return false; }
35 static inline void SetParticleVertex(
SPRITEVERTEX& vert,
float x,
float y,
float z,
float u,
float v, DWORD color)
37 vert.
p.x = x; vert.
p.y = y; vert.
p.z = z;
38 vert.
tu = u; vert.tv = v; vert.
color = color;
48 ParticleRenderPass() : texture(NULL), isPointTexture(
false), isAlphaTested(
false), nMinIndex(0xfffffff), nMaxIndex(0), nCount(0){};
54 texture = baseParticle->GetTexture();
55 isPointTexture = baseParticle->IsPointTexture();
56 isAlphaTested = baseParticle->IsAlphaTested();
64 return texture == particle->GetTexture();
67 void AddParticle(
int nParticleIndex)
69 if (nMinIndex > nParticleIndex)
70 nMinIndex = nParticleIndex;
71 if (nMaxIndex < nParticleIndex)
72 nMaxIndex = nParticleIndex;
75 int32 GetCount()
const {
return nCount; }
76 int32 GetMinIndex()
const {
return nMinIndex; }
77 int32 GetMaxIndex()
const {
return nMaxIndex; }
78 bool IsPointTexture()
const {
return isPointTexture; }
79 bool IsAlphaTested()
const {
return isAlphaTested; }
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
DWORD color
Vertex color.
Definition: VertexFVF.h:151
It's used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
different physics engine has different winding order.
Definition: EventBinding.h:32
Custom vertex type for the trees.
Definition: VertexFVF.h:146
FLOAT tu
Vertex texture coordinates.
Definition: VertexFVF.h:153
Standard 2-dimensional vector.
Definition: ParaVector2.h:16
bool CheckParticle(CParticleElement *particle)
check if particle belongs to this render pass
Definition: ParticleElement.h:62
particle render pass
Definition: ParticleElement.h:46
base class for a rectangle particle.
Definition: ParticleElement.h:21
Vector3 p
Vertex position.
Definition: VertexFVF.h:149
for pre-calculated UV
Definition: ParticleElement.h:12