GraphicParticleSystem

From Crumbled World Wiki

GraphicParticleSystemExampleCode

Inheritance

RenderNode

Static functions

return function description
GraphicParticleSystem new(int maxParticle, float particleLifeTime, bool loopParticleEffect) Create a new Instance of the the GraphicParticleSystem
GraphicParticleSystem new(int maxParticle, float particleLifeTime) Create a new Instance of the the GraphicParticleSystem
GraphicParticleSystem new(SceneNode graphicParticleSystem) Create a Instanced copy of the graphic particle. All Particle system is renderd at the same time

Functions

return function description
activate()
deactivate()
int getMaxParticles()
addparticle(Vec3 startPosition, Vec3 velocity, Vec2 uvCoord, Vec4 startColor, Vec4 finalColor, float startSize, float finalSize, float timeOffset) Add a particle to the particle system. timeOffset is a blue bettwen [0,1]
setShader(Shader shader) If you want to use a custom shader that is not the default "ParticleEffectBasic"
setRenderBlendMode(GL_Blend sFactor, GL_Blend dFactor) setBlendMode
setCutOfTime(float cutOfTime) Set the Cut of time. This should be a Value bettew 0 and particleLifeTime
compile() Compile the particle effect so it can be used be the graphic engine, before this is done this particle effect will not be visible.