Class for fire ring particle system scene.
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
SLGLTexture * _texWallDIF
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
SLGLTexture * _texFireCld
SLGLTexture * _texTorchFlm
AppDemoSceneParticleComplexFire(SLSceneID sceneID)
SLGLTexture * _texWallNRM
SLGLTexture * _texTorchSmk
SLNode * createComplexFire(SLAssetManager *am, SLScene *s, SLbool withLight, SLGLTexture *texFireCld, SLGLTexture *texFireFlm, SLint flipbookCols, SLint flipbookRows, SLGLTexture *texCircle, SLGLTexture *texSmokeB, SLGLTexture *texSmokeW)
Creates a complex fire group node.
SLGLTexture * _texFireFlm
SLNode * createTorchFire(SLAssetManager *am, SLScene *s, SLbool withLight, SLGLTexture *texFireCld, SLGLTexture *texFireFlm, SLint flipbookCols, SLint flipbookRows)
Texture object for OpenGL texturing.