20 :
SLScene(
"Simple Particle System")
22 info(
"Simple Particle System with a flip book smoke particle.");
30 "ParticleSmoke_08_C.png");
33 "ParticleSmoke_03_8x8_C.png");
53 light1->
name(
"light node");
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.
AppDemoSceneParticleSimple()
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.
Active or visible camera node class.
SLBackground & background()
SLLightSpot class for a spot light source.
SLNode represents a node in a hierarchical scene graph.
void addChild(SLNode *child)
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
void name(const SLstring &Name)
SLParticleSystem creates a particle meshes from a point primitive buffer.
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 camera(SLCamera *camera)
void doWaitOnIdle(SLbool doWI)
SLCamera * sceneViewCamera()