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...


ege::resource::release ()

static void release(ege::resource::ParticuleMesh * & _object);

release the keeped resources


ege::resource::ParticuleMesh ()

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



ege::resource::~ParticuleMesh ()

~ParticuleMesh(void);