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base class for a rectangle particle. More...
#include <ParticleElement.h>
Public Member Functions | |
virtual int | RenderParticle (SPRITEVERTEX **pVertexBuffer, SceneState *pSceneState)=0 |
generate particle sprite vertex into the vertex buffer based on current camera setting (bill boarding). More... | |
virtual TextureEntity * | GetTexture ()=0 |
virtual bool | IsPointTexture () |
virtual bool | IsAlphaTested () |
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void | addref () const |
add reference count of the object. More... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
virtual int | Release () |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Static Public Member Functions | |
static void | SetParticleVertex (SPRITEVERTEX &vert, float x, float y, float z, float u, float v, DWORD color) |
Protected Attributes | |
TextureEntity * | m_pTexture |
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int | m_refcount |
base class for a rectangle particle.
one can override this class for different kind of particles. particles are sorted by texture, and one should at least implement RenderParticle() for particle tessellation. one need to implement at least RenderParticle and GetTexture() function.
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pure virtual |
generate particle sprite vertex into the vertex buffer based on current camera setting (bill boarding).
Implemented in ParaEngine::WeatherParticle, and ParaEngine::CBlockPieceParticleElement.