public ParticleEmitter(ParticleStyle effect, Matrix4 transform, float spawnTime) { m_style = effect; m_transform = transform; m_startTime = spawnTime; m_stopTime = null; m_geometry = new Geometry(Primitive.Triangles); m_effect = new ParticleEffectInstance(); m_disposed = false; RealTime = false; Rebuild(); }
public ParticleEffectInstance() : base("shaders/particles.effect") { m_modelMatrix = Matrix4.Identity; m_worldMatrix = Matrix4.Identity; m_viewMatrix = Matrix4.Identity; m_projectionMatrix = Matrix4.Identity; UpdateMatrices(); m_noiseTexture = Texture.Get("shaders/noise.png", false); m_noiseTexture.Wrap = true; m_style = null; m_time = 0.0f; m_stopTime = 0.0f; }