20 #ifndef PS_EFFECT_OBJ_MESH_HEADER 21 #define PS_EFFECT_OBJ_MESH_HEADER 24 #include <imesh/sprite3d.h> 40 bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
41 bool Render(
const csVector3 &up);
42 bool Update(csTicks elapsed);
50 bool PostSetup(iLoaderContext* ldr_context);
53 csRef<iThreadReturn> factory;
54 csRef<iSprite3DState> sprState;
The manager of all 2D effect elements.
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node.
An effect is not much more than a collection of effect objects.
psEffectObjMesh(iView *parentView, psEffect2DRenderer *renderer2d)
bool Render(const csVector3 &up)
Renders the effect.
psEffectObj * Clone() const
Clones the effect object.
bool Update(csTicks elapsed)
Updates the spell effect – called every frame.
psEffect2DRenderer * renderer2d