20 :
SLScene(
"Ring of Fire Particle System")
22 info(
"This ring particle system uses the cone shape type for distribution.\n"
23 "See the properties window for the settings of the particles system");
31 "ParticleSmoke_08_C.png");
34 "ParticleSmoke_03_8x8_C.png");
52 "Ring of fire Particle System",
64 SLNode* pSNode =
new SLNode(pSMesh,
"Particle Ring Fire node");
65 pSNode->
rotate(90, 1, 0, 0);
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
SLVec3< SLfloat > SLVec3f
SLVec4< SLfloat > SLCol4f
static SLstring texturePath
Path to texture images.
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
AppDemoSceneParticleRingOfFire()
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
Toplevel holder of the assets meshes, materials, textures and shaders.
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
SLBackground & background()
An SLMesh object is a triangulated mesh, drawn with one draw call.
SLNode represents a node in a hierarchical scene graph.
void addChild(SLNode *child)
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
SLParticleSystem creates a particle meshes from a point primitive buffer.
SLbool doShapeSpawnBase()
SLbool doBlendBrightness()
The SLScene class represents the top level instance holding the scene structure.
SceneView class represents a dynamic real time 3D view onto the scene.
void doWaitOnIdle(SLbool doWI)
SLCamera * sceneViewCamera()