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[TCheckBoxFormControlObj]
Visual C++
DPSF API Documentation
DPSF
<
(Of
<
(<'Particle, Vertex>)>)>..::..InitializeTexturedQuadParticleSystem Method (GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <(<'Particle, Vertex>)>)>..::..UpdateVertexDelegate, Texture2D)
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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,

 Texture2D cTexture

)

Visual Basic

Public Sub InitializeTexturedQuadParticleSystem (

 cGraphicsDevice As GraphicsDevice,

 cContentManager As ContentManager,

 iNumberOfParticlesToAllocateMemoryFor As Integer,

 iMaxNumberOfParticlesToAllow As Integer,

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

 cTexture As Texture2D

)

Visual C++

public:

void InitializeTexturedQuadParticleSystem(

 GraphicsDevicecGraphicsDevice,

 ContentManagercContentManager,

 int iNumberOfParticlesToAllocateMemoryFor,

 int iMaxNumberOfParticlesToAllow,

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

 Texture2DcTexture

)

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

cTexture

Type: Texture2D

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

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