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source/graphics/ParticleEmitter.cpp
Context not available. | |||||
m_VertexArray.PrepareForRendering(); | m_VertexArray.PrepareForRendering(); | ||||
} | } | ||||
void CParticleEmitter::UploadData( | |||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) | |||||
{ | |||||
m_VertexArray.UploadIfNeeded(deviceCommandContext); | |||||
} | |||||
void CParticleEmitter::Bind( | void CParticleEmitter::Bind( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, | Renderer::Backend::IDeviceCommandContext* deviceCommandContext, | ||||
Renderer::Backend::IShaderProgram* shader) | Renderer::Backend::IShaderProgram* shader) | ||||
Context not available. | |||||
if (m_Particles.empty()) | if (m_Particles.empty()) | ||||
return; | return; | ||||
m_VertexArray.UploadIfNeeded(deviceCommandContext); | |||||
m_IndexArray.UploadIfNeeded(deviceCommandContext); | |||||
const uint32_t stride = m_VertexArray.GetStride(); | const uint32_t stride = m_VertexArray.GetStride(); | ||||
const uint32_t firstVertexOffset = m_VertexArray.GetOffset() * stride; | const uint32_t firstVertexOffset = m_VertexArray.GetOffset() * stride; | ||||
Context not available. | |||||
m_EntityVariables[name] = value; | m_EntityVariables[name] = value; | ||||
} | } | ||||
CModelParticleEmitter::CModelParticleEmitter(const CParticleEmitterTypePtr& type) : | CModelParticleEmitter::CModelParticleEmitter(const CParticleEmitterTypePtr& type) : | ||||
m_Type(type) | m_Type(type) | ||||
{ | { | ||||
Context not available. |
Wildfire Games · Phabricator