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ParticleController.allocateChannels
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How to use
allocateChannels
method
in
com.badlogic.gdx.graphics.g3d.particles.ParticleController

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.allocateChannels (Showing top 3 results out of 315)

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private void myMethod () {
ParticleController p =
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}
origin: libgdx/libgdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
origin: libgdx/libgdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
origin: com.badlogicgames.gdx/gdx

/** Initialize the controller. All the sub systems will be initialized and binded to the controller. Must be called before any
 * other method. */
public void init () {
  bind();
  if (particles != null) {
    end();
    particleChannels.resetIds();
  }
  allocateChannels(emitter.maxParticleCount);
  emitter.init();
  for (Influencer influencer : influencers)
    influencer.init();
  renderer.init();
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllerallocateChannels

Popular methods of ParticleController

  • <init>
  • init
    Initialize the controller. All the sub systems will be initialized and binded to the controller. Mus
  • start
    Start the simulation.
  • copy
  • dispose
  • end
    End the simulation.
  • draw
    Updates the renderer used by this controller, usually this means the particles will be draw inside a
  • setTransform
    Sets the current transformation to the given one.
  • translate
    Postmultiplies the current transformation with a translation matrix represented by the given transla
  • update
    Updates the particles data
  • activateParticles
    Generally called by the Emitter. This method will notify all the sub systems that a given amount of
  • bind
    Bind the sub systems to the controller Called once during the init phase.
  • activateParticles,
  • bind,
  • calculateBoundingBox,
  • findIndex,
  • findInfluencer,
  • getBoundingBox,
  • isComplete,
  • killParticles,
  • load

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