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

Best Java code snippets using com.badlogic.gdx.graphics.g3d.particles.ParticleController.draw (Showing top 7 results out of 315)

  • Common ways to obtain ParticleController
private void myMethod () {
ParticleController p =
  • Codota IconArray array;array.get(index)
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}
origin: libgdx/libgdx

@Override
public void update () {
  for (int i = 0, c = controller.particles.size; i < c; ++i) {
    controllerChannel.data[i].draw();
  }
}
origin: libgdx/libgdx

@Override
public void update () {
  for (int i = 0, c = controller.particles.size; i < c; ++i) {
    controllerChannel.data[i].draw();
  }
}
origin: libgdx/libgdx

public void draw () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).draw();
}
origin: libgdx/libgdx

public void draw () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).draw();
}
origin: libgdx/libgdx

  @Override
  protected void render (ModelBatch batch, Array<ModelInstance> instances) {
    if(emitters.size > 0){
      //Update
      float delta = Gdx.graphics.getDeltaTime();
      builder.delete(0, builder.length());
      builder.append(Gdx.graphics.getFramesPerSecond());
      fpsLabel.setText(builder);
      ui.act(delta);

      billboardParticleBatch.begin();
      for (ParticleController controller : emitters){
        controller.update();
        controller.draw();
      }
      billboardParticleBatch.end();
      batch.render(billboardParticleBatch, environment);
    }
    batch.render(instances, environment);
    ui.draw();
  }
}
origin: com.badlogicgames.gdx/gdx

@Override
public void update () {
  for (int i = 0, c = controller.particles.size; i < c; ++i) {
    controllerChannel.data[i].draw();
  }
}
origin: com.badlogicgames.gdx/gdx

public void draw () {
  for (int i = 0, n = controllers.size; i < n; i++)
    controllers.get(i).draw();
}
com.badlogic.gdx.graphics.g3d.particlesParticleControllerdraw

Javadoc

Updates the renderer used by this controller, usually this means the particles will be draw inside a batch.

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.
  • 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
  • allocateChannels
  • bind
    Bind the sub systems to the controller Called once during the init phase.
  • allocateChannels,
  • bind,
  • calculateBoundingBox,
  • findIndex,
  • findInfluencer,
  • getBoundingBox,
  • isComplete,
  • killParticles,
  • load

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