-void BubbleEmitter::SetBlendMode( bool enable )
-{
- if(enable)
- {
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- // linear overlay
- // TODO: if BlendColor would be public api from renderable actor, then can optimize the constant color
- mMeshActor[i].SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
- BlendingFactor::ZERO, BlendingFactor::ONE);
- }
- mMeshActorForNoise.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
- BlendingFactor::ZERO, BlendingFactor::ONE);
- }
- else
- {
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- // using default blend func
- mMeshActor[i].SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
- BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
- }
- mMeshActorForNoise.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
- BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
- }
-}
-