static osg::MatrixTransform * createParticleRenderer(diguyScenario *scenario)
Definition: diguyOsgParticleRenderer.cpp:109
diguyOsgParticleRenderer()
Definition: diguyOsgParticleRenderer.h:19
diguyOsgParticleRenderer(const diguyOsgParticleRenderer &teapot, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY)
Copy constructor using CopyOp to manage deep vs shallow copy.
Definition: diguyOsgParticleRenderer.h:25
diguyScenario * m_scenario
Definition: diguyOsgParticleRenderer.h:44
osg::ref_ptr< osg::State > m_state
Definition: diguyOsgParticleRenderer.h:46
osg::ref_ptr< osg::MatrixTransform > m_base_transform
Definition: diguyOsgParticleRenderer.h:45
osg::ref_ptr< osg::StateSet > m_state_set
Definition: diguyOsgParticleRenderer.h:47
Now the OSG wrapper for the OpenGL renderer code, the most complicated bit is computing the bounding ...
Definition: diguyOsgParticleRenderer.h:16