GameTools gameParticleManager
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Revision as of 20:41, 23 October 2007 by SteveBaker (Talk | contribs) (New page: This package contains a number of 'canned' special effects. Each can be positioned initially - some allow you to set approximate overall dimensions. Each effect can be created with a sin...)
This package contains a number of 'canned' special effects. Each can be positioned initially - some allow you to set approximate overall dimensions. Each effect can be created with a single call - and will clean itself up when it finishes running - or in the event that too many particle systems are simultaneously in effect:
ssgTransform *addCombatFx ( sgVec3 pos ) ; ssgTransform *addDustFx ( sgVec3 pos ) ; ssgTransform *addFlatDustFx ( sgVec3 pos ) ; ssgTransform *addFireFx ( sgVec3 pos, float size, float height ); ssgTransform *addZapFx ( sgCoord *pos, float size, float height ); ssgTransform *addZapSplashFx ( sgCoord *pos, float size, float height ); ssgTransform *addLightningFx ( sgVec3 pos ); ssgTransform *addMultiRocketFx ( sgVec3 pos ); ssgTransform *addSmokeFx ( sgVec3 pos, float size ) ; ssgTransform *addSplashFx ( sgVec3 pos, float size ) ;
The initParticles() call must be made on startup - then updateParticles should be called each frame. Call drawParticles after rendering the 3D scene:
void initParticles () ; void updateParticles () ; void drawParticles () ;
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