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forked from 0ad/0ad

At last! Finally! Particles rendering in the game! The emitter can be found at the origin (0,0,0). I just need textures and billboarding with the camera.

This was SVN commit r3493.
This commit is contained in:
livingaftermidnight 2006-02-11 09:40:04 +00:00
parent adf7c66788
commit 58da2342c2

View File

@ -44,6 +44,8 @@
#include "ps/Loader.h"
#include "ps/ProfileViewer.h"
#include "graphics/ParticleEngine.h"
#include "graphics/DefaultEmitter.h"
#include "renderer/FixedFunctionModelRenderer.h"
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/InstancingModelRenderer.h"
@ -300,6 +302,9 @@ CRenderer::CRenderer()
m_Models.ModTransparent = RenderModifierPtr(new TransparentRenderModifier);
m_Models.ModTransparentShadow = RenderModifierPtr(new TransparentShadowRenderModifier);
CEmitter *pEmitter = new CDefaultEmitter(1000, -1);
CParticleEngine::GetInstance()->addEmitter(pEmitter);
ONCE( ScriptingInit(); );
}
@ -842,6 +847,11 @@ void CRenderer::FlushFrame()
oglCheck();
}
//// Particle Engine Rendering.
MICROLOG(L"render particles");
CParticleEngine::GetInstance()->renderParticles();
oglCheck();
// render debug lines
if (m_DisplayFrustum)
{