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DI-Guy SDK Documentation
13.7
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Now the OSG wrapper for the OpenGL renderer code, the most complicated bit is computing the bounding box for the above example, normally you'll find this the easy bit. More...
#include <diguyOsgParticleRenderer.h>
Public Member Functions | |
| diguyOsgParticleRenderer () | |
| diguyOsgParticleRenderer (diguyScenario *scenario) | |
| diguyOsgParticleRenderer (const diguyOsgParticleRenderer &teapot, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY) | |
| Copy constructor using CopyOp to manage deep vs shallow copy. More... | |
| META_Object (myTeapotApp, diguyOsgParticleRenderer) | |
| virtual void | drawImplementation (osg::RenderInfo &renderInfo) const override |
| virtual osg::BoundingBox | computeBound () const |
Static Public Member Functions | |
| static osg::MatrixTransform * | createParticleRenderer (diguyScenario *scenario) |
Protected Member Functions | |
| virtual | ~diguyOsgParticleRenderer () |
Protected Attributes | |
| diguyScenario * | m_scenario |
| osg::ref_ptr< osg::MatrixTransform > | m_base_transform |
| osg::ref_ptr< osg::State > | m_state |
| osg::ref_ptr< osg::StateSet > | m_state_set |
Now the OSG wrapper for the OpenGL renderer code, the most complicated bit is computing the bounding box for the above example, normally you'll find this the easy bit.
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| diguyOsgParticleRenderer::diguyOsgParticleRenderer | ( | diguyScenario * | scenario | ) |
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Copy constructor using CopyOp to manage deep vs shallow copy.
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| diguyOsgParticleRenderer::META_Object | ( | myTeapotApp | , |
| diguyOsgParticleRenderer | |||
| ) |
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