class: ege::resource::ParticuleMesh


Description:



Constructor and Destructor:

#                                       ParticuleMesh  (const std::string & _fileName,
const std::string & _shaderName);
# virtual ~ParticuleMesh (void );

Synopsis:

#         int32_t                       m_GLMainColor;
+ virtual void draw (mat4 & _positionMatrix,
const etk::Color<float> & _mainColor,
bool _enableDepthTest,
bool _enableDepthUpdate);
+ ege::resource::ParticuleMesh* keep (const std::string & _meshName,
const std::string & _shaderName);
+ void release (ege::resource::ParticuleMesh* & _object);

Object Hierarchy:

+ewol::Object
+--> +ewol::Resource
+--> +ege::resource::Mesh
+--> ege::resource::ParticuleMesh

Detail:

m_GLMainColor

# int32_t m_GLMainColor;



ParticuleMesh

#  ParticuleMesh (const std::string & _fileName,
const std::string & _shaderName);



~ParticuleMesh

# virtual  ~ParticuleMesh (void );



draw

+ virtual void draw (mat4 & _positionMatrix,
const
etk::Color<float> & _mainColor,
bool _enableDepthTest,
bool _enableDepthUpdate);



keep

+ ege::resource::ParticuleMesh* keep (const std::string & _meshName,
const std::string & _shaderName);
keep the resource pointer.
Note: Never free this pointer by your own...


release

+ void release (ege::resource::ParticuleMesh* & _object);
release the keeped resources