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Ignore:
Timestamp:
Jan 17, 2007, 1:24:48 PM (18 years ago)
Author:
snellen
Message:

ping

File:
1 edited

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  • branches/heathaze/src/lib/graphics/effects/heat_haze_manager.cc

    r10214 r10250  
    2929{
    3030  this->registerObject(this, HeatHazeManager::_objectList);
     31  this->init();
    3132}
    3233
     
    4950
    5051  this->heatShader.activateShader();
    51   ParticlesShot = new Shader::Uniform(heatShader, "ParticlesShot");
    52   FinalRender = new Shader::Uniform(heatShader, "FinalRender");
     52  Shader::Uniform(heatShader, "ParticlesShot").set(0);
     53  Shader::Uniform(heatShader, "FinalRender").set(1);
    5354  parameters = new Shader::Uniform(heatShader, "parameters");
     55  //parameters->set(1.0f/offScreenWidth, 1.0f/offScreenHeight, scale, scale);
    5456  this->heatShader.deactivateShader();
    5557
     
    6264void HeatHazeManager::acquireMask()
    6365{
     66 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     67
    6468 for (ObjectList<HeatParticles>::const_iterator it = HeatParticles::objectList().begin();
    6569       it != HeatParticles::objectList().end();
    6670       ++it)
    6771     {
    68      //TODO: Let all the HeatParticles draw the particles in a temporary buffer
     72     //TODO: Let all the HeatParticles draw the particles in a temporary buffer (texture unit 1)
    6973     }
    7074
     75 // TODO: Copy the current framebuffer into a texture (particleMask)
     76 //particleMask.
    7177}
    7278
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