44 virtual float GetMaxParticleRadius(
float fParticleSize)
const {
return fParticleSize * 0.5f; }
52 virtual void StepParticleSystem(
const plTime& tDiff, plUInt32 uiNumNewParticles) { m_TimeDiff = tDiff; }
54 static plUInt32 ComputeSortingKey(plParticleTypeRenderMode::Enum mode, plUInt32 uiTextureHash);
57 mutable plUInt64 m_uiLastExtractedFrame;
Definition ParticleModule.h:12
A particle system stores all data for one 'layer' of a running particle effect.
Definition ParticleSystemInstance.h:15
Definition ParticleType.h:22
Definition ParticleType.h:38
virtual void InitializeElements(plUInt64 uiStartIndex, plUInt64 uiNumElements) override
This method needs to be implemented in order to initialize new elements to specific values.
Definition ParticleType.h:51