- float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y);
- if(rand()%100 < 1)
- {
- curSize *= 2.f;
- }
- float depth = static_cast<float>( index );
- AddVertex( vertices, Vector3(0.f,0.f,depth), Vector2(0.f,0.f) );
- AddVertex( vertices, Vector3(0.f,curSize,depth), Vector2( 0.f,1.f ));
- AddVertex( vertices, Vector3(curSize,curSize,depth), Vector2(1.f,1.f) );
- AddVertex( vertices, Vector3(curSize,0.f,depth), Vector2(1.f,0.f) );
-
- unsigned int idx = index * 4;
- AddTriangle( faces, idx, idx+1, idx+2);
- AddTriangle( faces, idx, idx+2, idx+3);
+ float curSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed);
+
+ float index = static_cast<float>( i );
+ vertexData.push_back( Vertex( index, Vector2(0.f,0.f), Vector2(0.f,0.f) ) );
+ vertexData.push_back( Vertex( index, Vector2(0.f,curSize), Vector2(0.f,1.f) ) );
+ vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
+ vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
+
+ unsigned short idx = index * 4;
+ indexData.PushBack( idx );
+ indexData.PushBack( idx+1 );
+ indexData.PushBack( idx+2 );
+ indexData.PushBack( idx );
+ indexData.PushBack( idx+2 );
+ indexData.PushBack( idx+3 );