I made some structural changes, and i'm trying to encapsulate a little the renderer to in a future implement an OpenGL3 render, and remove the fixed pipeline.

This commit is contained in:
spartanj
2011-01-18 04:43:40 -03:00
parent ddb5dc1948
commit 2cc55ea68a
44 changed files with 884 additions and 481 deletions

View File

@@ -1,8 +1,6 @@
#include "cparticlesystem.hpp"
#include "glhelper.hpp"
using namespace EE::Graphics::Private;
namespace EE { namespace Graphics {
cParticleSystem::cParticleSystem() :
@@ -41,7 +39,7 @@ cParticleSystem::~cParticleSystem() {
}
void cParticleSystem::Create(const EE_PARTICLE_EFFECT& Effect, const Uint32& NumParticles, const Uint32& TexId, const eeFloat& X, const eeFloat& Y, const eeFloat& PartSize, const bool& AnimLoop, const Uint32& NumLoops, const eeColorAf& Color, const eeFloat& X2, const eeFloat& Y2, const eeFloat& AlphaDecay, const eeFloat& XSpeed, const eeFloat& YSpeed, const eeFloat& XAcceleration, const eeFloat& YAcceleration) {
mPointsSup = cGL::instance()->PointSpriteSupported();
mPointsSup = GLi->PointSpriteSupported();
mEffect = Effect;
mX = X;