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DI-Guy SDK Documentation
13.7.1
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An Structure that represents a particle system draw state. This struct allows you to feed rendering information to OpenGL. More...
#include <diguyParticleSystem.h>
Public Member Functions | |
| diguyParticleDrawDesc () | |
Public Attributes | |
| diguyGraphicsShaderProgram * | m_shader |
| Shader that should be used to draw particle system. If null then use the Fixed Function Pipeline. More... | |
| diguyGraphicsTexture * | m_texture |
| Texture to bind for rendering this particle system. More... | |
| diguyParticleSystem * | m_system |
| Pointer to actual particle system interface class. More... | |
| diguyViewCamera * | m_camera |
| Pointer to current diguy camera. More... | |
| int | m_depth_write |
| Should depth writing be active for this particle. More... | |
| int | m_world_space |
| Is this particle in world space (usually yes) More... | |
| float | m_scale_x |
| Scale values for non world space particles. More... | |
| float | m_scale_y |
| float | m_scale_z |
| int | m_blend |
| Should blending be enabled. More... | |
| int | m_src_blend_func |
| OpenGL src blending function constant. More... | |
| int | m_dst_blend_func |
| OpenGL dst blending function constant. More... | |
| float | m_alpha_thresh |
| alpha threshold for clipping the edges of particle system More... | |
| int | m_particle_data_size |
| How large in bytes each particle is, needed for VBO stride calculations. More... | |
| int | m_particle_offset_for_colors |
| Following are needed for VBO stride and offset calculations. More... | |
| int | m_particle_offset_for_verts |
| int | m_particle_offset_for_normals |
| int | m_particle_offset_for_textures |
| int | m_num_verts_per_primitive |
| Normally 4 for GL_QUADS, but can also be 2 for GL_LINES. More... | |
| int | m_active_count |
| number of active particles for this draw call More... | |
| float | m_brightness_multiplier |
| optional per particle system override for IR shader More... | |
| int | m_render_pass_flags |
| current render pass flags (shadow/intersection pass etc) More... | |
An Structure that represents a particle system draw state. This struct allows you to feed rendering information to OpenGL.
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inline |
| diguyGraphicsShaderProgram* diguyParticleDrawDesc::m_shader |
Shader that should be used to draw particle system. If null then use the Fixed Function Pipeline.
| diguyGraphicsTexture* diguyParticleDrawDesc::m_texture |
Texture to bind for rendering this particle system.
| diguyParticleSystem* diguyParticleDrawDesc::m_system |
Pointer to actual particle system interface class.
| diguyViewCamera* diguyParticleDrawDesc::m_camera |
Pointer to current diguy camera.
| int diguyParticleDrawDesc::m_depth_write |
Should depth writing be active for this particle.
| int diguyParticleDrawDesc::m_world_space |
Is this particle in world space (usually yes)
| float diguyParticleDrawDesc::m_scale_x |
Scale values for non world space particles.
| float diguyParticleDrawDesc::m_scale_y |
| float diguyParticleDrawDesc::m_scale_z |
| int diguyParticleDrawDesc::m_blend |
Should blending be enabled.
| int diguyParticleDrawDesc::m_src_blend_func |
OpenGL src blending function constant.
| int diguyParticleDrawDesc::m_dst_blend_func |
OpenGL dst blending function constant.
| float diguyParticleDrawDesc::m_alpha_thresh |
alpha threshold for clipping the edges of particle system
| int diguyParticleDrawDesc::m_particle_data_size |
How large in bytes each particle is, needed for VBO stride calculations.
| int diguyParticleDrawDesc::m_particle_offset_for_colors |
Following are needed for VBO stride and offset calculations.
| int diguyParticleDrawDesc::m_particle_offset_for_verts |
| int diguyParticleDrawDesc::m_particle_offset_for_normals |
| int diguyParticleDrawDesc::m_particle_offset_for_textures |
| int diguyParticleDrawDesc::m_num_verts_per_primitive |
Normally 4 for GL_QUADS, but can also be 2 for GL_LINES.
| int diguyParticleDrawDesc::m_active_count |
number of active particles for this draw call
| float diguyParticleDrawDesc::m_brightness_multiplier |
optional per particle system override for IR shader
| int diguyParticleDrawDesc::m_render_pass_flags |
current render pass flags (shadow/intersection pass etc)