20 #ifndef PS_EFFECT_OBJ_DECAL_HEADER 21 #define PS_EFFECT_OBJ_DECAL_HEADER 25 #define PS_EFFECT_ENABLE_DECAL 27 #ifdef PS_EFFECT_ENABLE_DECAL 28 #include <ivaria/decal.h> 43 virtual bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
44 virtual bool Render(
const csVector3 &
up);
45 virtual bool Update(csTicks elapsed);
70 #endif // PS_EFFECT_ENABLE_DECAL virtual ~psEffectObjDecal()
csRef< iDecalTemplate > decalTemplate
The manager of all 2D effect elements.
virtual psEffectObj * Clone() const
Clones the effect object.
virtual bool PostSetup()
Performs the post setup (after the effect obj has been loaded).
csRef< iDecalManager > decalMgr
psEffectObjDecal(iView *parentView, psEffect2DRenderer *renderer2d)
virtual bool Render(const csVector3 &up)
Renders the effect.
An effect is not much more than a collection of effect objects.
virtual bool Update(csTicks elapsed)
Updates the spell effect – called every frame.
virtual bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
psEffect2DRenderer * renderer2d