mCurrentUniform( 0 ),
mDensity( 5 )
{
+ // Calculate how many BubbleEffect shaders are required
+ if( mTotalNumOfBubble>100 )
+ {
+ mNumBubblePerShader = 100;
+ mNumShader = mTotalNumOfBubble / 100;
+ }
+ else
+ {
+ mNumBubblePerShader = mTotalNumOfBubble;
+ mNumShader = 1;
+ }
}
BubbleEmitter::~BubbleEmitter()
// Generate the material object, which is used by all meshActors
GenMaterial();
- // Calculate how many BubbleEffect shaders are required
- if( mTotalNumOfBubble>100 )
- {
- mNumBubblePerShader = 100;
- mNumShader = mTotalNumOfBubble / 100;
- }
- else
- {
- mNumBubblePerShader = mTotalNumOfBubble;
- mNumShader = 1;
- }
-
mMesh.resize( mNumShader );
mMeshActor.resize( mNumShader );
mEffect.resize( mNumShader );