collapse_all
expand_all
collapse_allexpand_alldropdowndropdownHovercopycodecopycodeHighlight

collapse_all Collapse AllExpand All     dropdown Code: All Code: Multiple Code: C# Code: Visual Basic Code: Visual C++

[TCheckBoxFormControlObj]C#

[TCheckBoxFormControlObj]Visual Basic

[TCheckBoxFormControlObj]
Visual C++
DPSF API Documentation
DPSF
<

(Of

<

(<'Particle, Vertex>)>)>..::..InitializeTexturedQuadParticleSystem Method (GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegate, String)

gradient

Initializes a new Textured Quad Particle System

Namespace: DPSF

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

collapse_allSyntax

C#

public void InitializeTexturedQuadParticleSystem(

 GraphicsDevice cGraphicsDevice,

 ContentManager cContentManager,

 int iNumberOfParticlesToAllocateMemoryFor,

 int iMaxNumberOfParticlesToAllow,

 DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegate cVertexUpdateFunction,

 string sTexture

)

Visual Basic

Public Sub InitializeTexturedQuadParticleSystem (

 cGraphicsDevice As GraphicsDevice,

 cContentManager As ContentManager,

 iNumberOfParticlesToAllocateMemoryFor As Integer,

 iMaxNumberOfParticlesToAllow As Integer,

 cVertexUpdateFunction As DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegate,

 sTexture As String

)

Visual C++

public:

void InitializeTexturedQuadParticleSystem(

 GraphicsDevicecGraphicsDevice,

 ContentManagercContentManager,

 int iNumberOfParticlesToAllocateMemoryFor,

 int iMaxNumberOfParticlesToAllow,

 DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegatecVertexUpdateFunction,

 StringsTexture

)

Parameters

cGraphicsDevice

Type: GraphicsDevice

Graphics Device to draw to

cContentManager

Type: ContentManager

Content Manager used to load Effect files and Textures

iNumberOfParticlesToAllocateMemoryFor

Type: System..::..Int32

The Number of Particles memory should be Allocated for. If the Auto Memory Manager is enabled (default), this will be dynamically adjusted at run-time to make sure there is always roughly as much Memory Allocated as there are Particles. This value may also be adjusted manually at run-time.

iMaxNumberOfParticlesToAllow

Type: System..::..Int32

The Maximum Number of Active Particles that are Allowed at a single point in time. If the Auto Memory Manager will not be enabled to increase memory, this should be less than or equal to the Number Of Particles To Allocate Memory For, as the Particle System can only handle as many Particles as it has Memory Allocated For. Also, the Auto Memory Manager will never increase the Allocated Memory to handle more Particles than this value. If this is set to a value lower than the Number Of Particles To Allocate Memory For, then only this many Particles will be allowed, even though there is memory allocated for more Particles. This value may also be adjusted manually at run-time.

cVertexUpdateFunction

Type: DPSF..::..DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegate

Function used to copy a Particle's drawable properties into the vertex buffer

sTexture

Type: System..::..String

The asset name of the Texture to use to visualize the Particles

collapse_allSee Also

DPSF<(Of <(<'Particle, Vertex>)>)> Class

DPSF<(Of <(<'Particle, Vertex>)>)> Members

InitializeTexturedQuadParticleSystem Overload

DPSF Namespace

footer

Send comments on this topic to
Dan@DansKingdom.com