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Visual C++
DPSF API Documentation
IDPSFParticleSystem
.
.
::
..InitializeNonSerializableProperties Method
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This function should be called immediately after deserializing a particle system in order to reinitialize the properties that could not be serialized.

NOTE: If this type of particle system requires a Texture, this function will attempt to load the Texture specified by the DeserializationTexturePath property. If it is unable to load a texture, a DPSFArgumentNullException will be thrown, so this function should be wrapped in a try block, and when a DPSFArgumentNullException is caught then the particle system's texture should be manually set.

NOTE: This will attempt to load the Effect and Technique specified by the DeserializationEffectPath and DeserializationTechniqueName properties. If either of these are null, the DPSFDefaultEffect will be used, and the default Technique for this type of particle system will be loaded.

Namespace: DPSF

Assembly: DPSF (in DPSF.dll) Version: 2.5.0.0

collapse_allSyntax

C#

void InitializeNonSerializableProperties(

 Game cGame,

 GraphicsDevice cGraphicsDevice,

 ContentManager cContentManager

)

Visual Basic

Sub InitializeNonSerializableProperties (

 cGame As Game,

 cGraphicsDevice As GraphicsDevice,

 cContentManager As ContentManager

)

Visual C++

void InitializeNonSerializableProperties(

 GamecGame,

 GraphicsDevicecGraphicsDevice,

 ContentManagercContentManager

)

Parameters

cGame

Type: Game

Handle to the Game object being used. You may pass in null for this parameter if not using a Game object.

cGraphicsDevice

Type: GraphicsDevice

Graphics Device to draw to

cContentManager

Type: ContentManager

Content Manager used to load Effect files and Textures

collapse_allSee Also

IDPSFParticleSystem Interface

IDPSFParticleSystem Members

DPSF Namespace

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