Class: ege::resource::ParticuleMesh
Synopsis:
+ const char * getType (void);
+ void draw (mat4 & _positionMatrix,
const etk::Color<float> & _mainColor,
bool _enableDepthTest,
bool _enableDepthUpdate);
+ static ege::resource::ParticuleMesh * keep (const std::string & _meshName,
const std::string & _shaderName);
+ static void release (ege::resource::ParticuleMesh * & _object);
# ParticuleMesh (const std::string & _fileName,
const std::string & _shaderName);
# ~ParticuleMesh (void);
Object Hierarchy:
ewol::Mesh +--> ege::resource::ParticuleMesh
Detail:
getType ()
const char * getType(void);
draw ()
void draw(mat4 & _positionMatrix,
const etk::Color<float> & _mainColor,
bool _enableDepthTest,
bool _enableDepthUpdate);
ege::resource::keep ()
static ege::resource::ParticuleMesh * keep(const std::string & _meshName,
const std::string & _shaderName);
keep the resource pointer.
Notes: Never free this pointer by your own...
Parameter [input]: _filename Name of the ewol mesh file.
Return: pointer on the resource or NULL if an error occured.
ege::resource::release ()
static void release(ege::resource::ParticuleMesh * & _object);
release the keeped resources
Parameter [input] [output]: reference on the object pointer
ege::resource::ParticuleMesh ()
ParticuleMesh(const std::string & _fileName,
const std::string & _shaderName);
ege::resource::~ParticuleMesh ()
~ParticuleMesh(void);
getType ()
const char * getType(void);
draw ()
void draw(mat4 & _positionMatrix, const etk::Color<float> & _mainColor, bool _enableDepthTest, bool _enableDepthUpdate);
ege::resource::keep ()
static ege::resource::ParticuleMesh * keep(const std::string & _meshName, const std::string & _shaderName);
keep the resource pointer.
Notes: Never free this pointer by your own...
-
Parameter [input]: _filename Name of the ewol mesh file.
Return: pointer on the resource or NULL if an error occured.
ege::resource::release ()
static void release(ege::resource::ParticuleMesh * & _object);
release the keeped resources
-
Parameter [input] [output]: reference on the object pointer
ege::resource::ParticuleMesh ()
ParticuleMesh(const std::string & _fileName, const std::string & _shaderName);
ege::resource::~ParticuleMesh ()
~ParticuleMesh(void);