本文整理汇总了C++中GP_ERROR函数的典型用法代码示例。如果您正苦于以下问题:C++ GP_ERROR函数的具体用法?C++ GP_ERROR怎么用?C++ GP_ERROR使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GP_ERROR函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GP_ERROR
Text* Text::create(Properties* properties)
{
// Check if the Properties is valid and has a valid namespace.
if (!properties || strcmp(properties->getNamespace(), "text") != 0)
{
GP_ERROR("Properties object must be non-null and have namespace equal to 'text'.");
return NULL;
}
// Get font path.
const char* fontPath = properties->getString("font");
if (fontPath == NULL || strlen(fontPath) == 0)
{
GP_ERROR("Text is missing required font file path.");
return NULL;
}
// Get text
const char* text = properties->getString("text");
if (text == NULL || strlen(text) == 0)
{
GP_ERROR("Text is missing required 'text' value.");
return NULL;
}
// Get size
int size = properties->getInt("size"); // Default return is 0 if a value doesn't exist
if (size < 0)
{
GP_WARN("Text size must be a positive value, with zero being default font size. Using default font size.");
size = 0;
}
// Get text color
kmVec4 color = { 1.0f, 1.0f ,1.0f, 1.0f };
if (properties->exists("color"))
{
switch (properties->getType("color"))
{
case Properties::VECTOR3:
color.w = 1.0f;
properties->getVector3("color", (kmVec3*)&color);
break;
case Properties::VECTOR4:
properties->getVector4("color", &color);
break;
case Properties::STRING:
default:
properties->getColor("color", &color);
break;
}
}
// Create
return Text::create(fontPath, text, color, size);
}
开发者ID:dtbinh,项目名称:Game3D,代码行数:56,代码来源:Text.cpp
示例2: GP_ASSERT
Effect* Effect::createFromFile(const char* vshPath, const char* fshPath, const char* defines)
{
GP_ASSERT(vshPath);
GP_ASSERT(fshPath);
// Search the effect cache for an identical effect that is already loaded.
std::string uniqueId = vshPath;
uniqueId += ';';
uniqueId += fshPath;
uniqueId += ';';
if (defines)
{
uniqueId += defines;
}
std::map<std::string, Effect*>::const_iterator itr = __effectCache.find(uniqueId);
if (itr != __effectCache.end())
{
// Found an exiting effect with this id, so increase its ref count and return it.
GP_ASSERT(itr->second);
itr->second->addRef();
return itr->second;
}
// Read source from file.
char* vshSource = FileSystem::readAll(vshPath);
if (vshSource == NULL)
{
GP_ERROR("Failed to read vertex shader from file '%s'.", vshPath);
return NULL;
}
char* fshSource = FileSystem::readAll(fshPath);
if (fshSource == NULL)
{
GP_ERROR("Failed to read fragment shader from file '%s'.", fshPath);
SAFE_DELETE_ARRAY(vshSource);
return NULL;
}
Effect* effect = createFromSource(vshPath, vshSource, fshPath, fshSource, defines);
SAFE_DELETE_ARRAY(vshSource);
SAFE_DELETE_ARRAY(fshSource);
if (effect == NULL)
{
GP_ERROR("Failed to create effect from shaders '%s', '%s'.", vshPath, fshPath);
}
else
{
// Store this effect in the cache.
effect->_id = uniqueId;
__effectCache[uniqueId] = effect;
}
return effect;
}
开发者ID:BernardsRegards,项目名称:GamePlay,代码行数:56,代码来源:Effect.cpp
示例3: GP_ERROR
void Label::addListener(Control::Listener* listener, int eventFlags)
{
if ((eventFlags & Control::Listener::TEXT_CHANGED) == Control::Listener::TEXT_CHANGED)
{
GP_ERROR("TEXT_CHANGED event is not applicable to this control.");
}
if ((eventFlags & Control::Listener::VALUE_CHANGED) == Control::Listener::VALUE_CHANGED)
{
GP_ERROR("VALUE_CHANGED event is not applicable to this control.");
}
Control::addListener(listener, eventFlags);
}
开发者ID:reven86,项目名称:GamePlay,代码行数:13,代码来源:Label.cpp
示例4: GP_ASSERT
void FileSystem::createFileFromAsset(const char* path)
{
#ifdef __ANDROID__
static std::set<std::string> upToDateAssets;
GP_ASSERT(path);
std::string fullPath(__resourcePath);
std::string resolvedPath = FileSystem::resolvePath(path);
fullPath += resolvedPath;
std::string directoryPath = fullPath.substr(0, fullPath.rfind('/'));
struct stat s;
if (stat(directoryPath.c_str(), &s) != 0)
makepath(directoryPath, 0777);
// To ensure that the files on the file system corresponding to the assets in the APK bundle
// are always up to date (and in sync), we copy them from the APK to the file system once
// for each time the process (game) runs.
if (upToDateAssets.find(fullPath) == upToDateAssets.end())
{
AAsset* asset = AAssetManager_open(__assetManager, resolvedPath.c_str(), AASSET_MODE_RANDOM);
if (asset)
{
const void* data = AAsset_getBuffer(asset);
int length = AAsset_getLength(asset);
FILE* file = fopen(fullPath.c_str(), "wb");
if (file != NULL)
{
int ret = fwrite(data, sizeof(unsigned char), length, file);
if (fclose(file) != 0)
{
GP_ERROR("Failed to close file on file system created from APK asset '%s'.", path);
return;
}
if (ret != length)
{
GP_ERROR("Failed to write all data from APK asset '%s' to file on file system.", path);
return;
}
}
else
{
GP_ERROR("Failed to create file on file system from APK asset '%s'.", path);
return;
}
upToDateAssets.insert(fullPath);
}
}
#endif
}
开发者ID:adh38,项目名称:T4TAppV3,代码行数:51,代码来源:FileSystem.cpp
示例5: GP_ASSERT
char* FileSystem::readAll(const char* filePath, int* fileSize)
{
GP_ASSERT(filePath);
// Open file for reading.
FILE* file = openFile(filePath, "rb");
if (file == NULL)
{
GP_ERROR("Failed to load file: %s", filePath);
return NULL;
}
// Obtain file length.
if (fseek(file, 0, SEEK_END) != 0)
{
GP_ERROR("Failed to seek to the end of the file '%s' to obtain the file length.", filePath);
return NULL;
}
int size = (int)ftell(file);
if (fseek(file, 0, SEEK_SET) != 0)
{
GP_ERROR("Failed to seek to beginning of the file '%s' to begin reading in the entire file.", filePath);
return NULL;
}
// Read entire file contents.
char* buffer = new char[size + 1];
int read = (int)fread(buffer, 1, size, file);
if (read != size)
{
GP_ERROR("Failed to read complete contents of file '%s' (amount read vs. file size: %d < %d).", filePath, (int)read, (int)size);
SAFE_DELETE_ARRAY(buffer);
return NULL;
}
// Force the character buffer to be NULL-terminated.
buffer[size] = '\0';
// Close file and return.
if (fclose(file) != 0)
{
GP_ERROR("Failed to close file '%s'.", filePath);
}
if (fileSize)
{
*fileSize = size;
}
return buffer;
}
开发者ID:brobits,项目名称:GamePlay,代码行数:50,代码来源:FileSystem.cpp
示例6: GP_ASSERT
AudioSource* AudioSource::clone(NodeCloneContext &context) const
{
GP_ASSERT(_buffer);
ALuint alSource = 0;
AL_CHECK( alGenSources(1, &alSource) );
if (AL_LAST_ERROR())
{
GP_ERROR("Error generating audio source.");
return NULL;
}
AudioSource* audioClone = new AudioSource(_buffer, alSource);
_buffer->addRef();
audioClone->setLooped(isLooped());
audioClone->setGain(getGain());
audioClone->setPitch(getPitch());
audioClone->setVelocity(getVelocity());
if (Node* node = getNode())
{
Node* clonedNode = context.findClonedNode(node);
if (clonedNode)
{
audioClone->setNode(clonedNode);
}
}
return audioClone;
}
开发者ID:sharkpp,项目名称:openhsp,代码行数:28,代码来源:AudioSource.cpp
示例7: makepath
static void makepath(std::string path, int mode)
{
std::vector<std::string> dirs;
while (path.length() > 0)
{
int index = path.find('/');
std::string dir = (index == -1 ) ? path : path.substr(0, index);
if (dir.length() > 0)
dirs.push_back(dir);
if (index + 1 >= path.length() || index == -1)
break;
path = path.substr(index + 1);
}
struct stat s;
std::string dirPath;
for (unsigned int i = 0; i < dirs.size(); i++)
{
dirPath += "/";
dirPath += dirs[i];
if (stat(dirPath.c_str(), &s) != 0)
{
// Directory does not exist.
if (mkdir(dirPath.c_str(), 0777) != 0)
{
GP_ERROR("Failed to create directory: '%s'", dirPath.c_str());
return;
}
}
}
return;
}
开发者ID:adh38,项目名称:T4TAppV3,代码行数:34,代码来源:FileSystem.cpp
示例8: GP_ASSERT
void ParticleEmitter::setTextureBlending(TextureBlending textureBlending)
{
GP_ASSERT(_spriteBatch);
GP_ASSERT(_spriteBatch->getStateBlock());
switch (textureBlending)
{
case BLEND_OPAQUE:
_spriteBatch->getStateBlock()->setBlend(false);
break;
case BLEND_TRANSPARENT:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADDITIVE:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE);
break;
case BLEND_MULTIPLIED:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ZERO);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_SRC_COLOR);
break;
default:
GP_ERROR("Unsupported texture blending mode (%d).", textureBlending);
break;
}
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:30,代码来源:ParticleEmitter.cpp
示例9: createTriangleMesh
/**
* Creates a triangle mesh with vertex colors.
*/
static Mesh* createTriangleMesh()
{
// Calculate the vertices of the equilateral triangle.
float a = 0.5f; // length of the side
Vector2 p1(0.0f, a / sqrtf(3.0f));
Vector2 p2(-a / 2.0f, -a / (2.0f * sqrtf(3.0f)));
Vector2 p3( a / 2.0f, -a / (2.0f * sqrtf(3.0f)));
// Create 3 vertices. Each vertex has position (x, y, z) and color (red, green, blue)
float vertices[] =
{
p1.x, p1.y, 0.0f, 1.0f, 0.0f, 0.0f,
p2.x, p2.y, 0.0f, 0.0f, 1.0f, 0.0f,
p3.x, p3.y, 0.0f, 0.0f, 0.0f, 1.0f,
};
unsigned int vertexCount = 3;
VertexFormat::Element elements[] =
{
VertexFormat::Element(VertexFormat::POSITION, 3),
VertexFormat::Element(VertexFormat::COLOR, 3)
};
Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), vertexCount, false);
if (mesh == NULL)
{
GP_ERROR("Failed to create mesh.");
return NULL;
}
mesh->setPrimitiveType(Mesh::TRIANGLES);
mesh->setVertexData(vertices, 0, vertexCount);
return mesh;
}
开发者ID:1timmy,项目名称:GamePlay,代码行数:34,代码来源:TriangleSample.cpp
示例10: createLineStripMesh
static Mesh* createLineStripMesh()
{
float a = 0.1f;
float vertices[] =
{
0, 0, 0, 1, 0, 0,
a, 0, -a, 0, 1, 0,
0, -a, a, 0, 0, 1,
-a, 0, -a, 1, 0, 1,
0, a, a, 0, 1, 1,
};
unsigned int vertexCount = 5;
VertexFormat::Element elements[] =
{
VertexFormat::Element(VertexFormat::POSITION, 3),
VertexFormat::Element(VertexFormat::COLOR, 3)
};
Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), vertexCount, false);
if (mesh == NULL)
{
GP_ERROR("Failed to create mesh.");
return NULL;
}
mesh->setPrimitiveType(Mesh::LINE_STRIP);
mesh->setVertexData(vertices, 0, vertexCount);
return mesh;
}
开发者ID:ArtProgrammer,项目名称:game-play,代码行数:28,代码来源:MeshPrimitiveTest.cpp
示例11: GP_ASSERT
void ParticleEmitter::setBlendMode(BlendMode blendMode)
{
GP_ASSERT(_spriteBatch);
GP_ASSERT(_spriteBatch->getStateBlock());
switch (blendMode)
{
case BLEND_NONE:
_spriteBatch->getStateBlock()->setBlend(false);
break;
case BLEND_ALPHA:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADDITIVE:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE);
break;
case BLEND_MULTIPLIED:
_spriteBatch->getStateBlock()->setBlend(true);
_spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ZERO);
_spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_SRC_COLOR);
break;
default:
GP_ERROR("Unsupported blend mode (%d).", blendMode);
break;
}
_spriteBlendMode = blendMode;
}
开发者ID:hgl888,项目名称:RuntimeCanvas,代码行数:32,代码来源:ParticleEmitter.cpp
示例12: GP_ERROR
Mesh* Mesh::createQuadFullscreen()
{
float x = -1.0f;
float y = -1.0f;
float x2 = 1.0f;
float y2 = 1.0f;
float vertices[] =
{
x, y2, 0, 1,
x, y, 0, 0,
x2, y2, 1, 1,
x2, y, 1, 0
};
VertexFormat::Element elements[] =
{
VertexFormat::Element(VertexFormat::POSITION, 2),
VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
};
Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), 4, false);
if (mesh == NULL)
{
GP_ERROR("Failed to create mesh.");
return NULL;
}
mesh->_primitiveType = TRIANGLE_STRIP;
mesh->setVertexData(vertices, 0, 4);
return mesh;
}
开发者ID:03050903,项目名称:GamePlay,代码行数:32,代码来源:Mesh.cpp
示例13: GP_ASSERT
Mesh* Mesh::createLines(Vector3* points, unsigned int pointCount)
{
GP_ASSERT(points);
GP_ASSERT(pointCount);
float* vertices = new float[pointCount*3];
memcpy(vertices, points, pointCount*3*sizeof(float));
VertexFormat::Element elements[] =
{
VertexFormat::Element(VertexFormat::POSITION, 3)
};
Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 1), pointCount, false);
if (mesh == NULL)
{
GP_ERROR("Failed to create mesh.");
SAFE_DELETE_ARRAY(vertices);
return NULL;
}
mesh->_primitiveType = LINE_STRIP;
mesh->setVertexData(vertices, 0, pointCount);
SAFE_DELETE_ARRAY(vertices);
return mesh;
}
开发者ID:03050903,项目名称:GamePlay,代码行数:26,代码来源:Mesh.cpp
示例14: createPointsMesh
static Mesh* createPointsMesh()
{
float scale = 0.2f;
unsigned int vertexCount = 100;
std::vector<float> vertices;
vertices.reserve(vertexCount * 6);
for (unsigned int i = 0; i < vertexCount; ++i)
{
// x, y, z, r, g, b
vertices.push_back(MATH_RANDOM_MINUS1_1() * scale);
vertices.push_back(MATH_RANDOM_MINUS1_1() * scale);
vertices.push_back(MATH_RANDOM_MINUS1_1() * scale);
vertices.push_back(MATH_RANDOM_0_1());
vertices.push_back(MATH_RANDOM_0_1());
vertices.push_back(MATH_RANDOM_0_1());
}
VertexFormat::Element elements[] =
{
VertexFormat::Element(VertexFormat::POSITION, 3),
VertexFormat::Element(VertexFormat::COLOR, 3)
};
Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), vertexCount, false);
if (mesh == NULL)
{
GP_ERROR("Failed to create mesh.");
return NULL;
}
mesh->setPrimitiveType(Mesh::POINTS);
mesh->setVertexData(&vertices[0], 0, vertexCount);
return mesh;
}
开发者ID:ArtProgrammer,项目名称:game-play,代码行数:33,代码来源:MeshPrimitiveTest.cpp
示例15: GP_ASSERT
bool Material::loadTechnique(Material* material, Properties* techniqueProperties)
{
GP_ASSERT(material);
GP_ASSERT(techniqueProperties);
// Create a new technique.
Technique* technique = new Technique(techniqueProperties->getId(), material);
// Go through all the properties and create passes under this technique.
techniqueProperties->rewind();
Properties* passProperties = NULL;
while ((passProperties = techniqueProperties->getNextNamespace()))
{
if (strcmp(passProperties->getNamespace(), "pass") == 0)
{
// Create and load passes.
if (!loadPass(technique, passProperties))
{
GP_ERROR("Failed to create pass for technique.");
SAFE_RELEASE(technique);
return false;
}
}
}
// Load uniform value parameters for this technique.
loadRenderState(technique, techniqueProperties);
// Add the new technique to the material.
material->_techniques.push_back(technique);
return true;
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:33,代码来源:Material.cpp
示例16: GP_ASSERT
void Matrix::createPerspective(float fieldOfView, float aspectRatio,
float zNearPlane, float zFarPlane, Matrix* dst)
{
GP_ASSERT(dst);
GP_ASSERT(zFarPlane != zNearPlane);
float f_n = 1.0f / (zFarPlane - zNearPlane);
float theta = MATH_DEG_TO_RAD(fieldOfView) * 0.5f;
if (fabs(fmod(theta, MATH_PIOVER2)) < MATH_EPSILON)
{
GP_ERROR("Invalid field of view value (%d) causes attempted calculation tan(%d), which is undefined.", fieldOfView, theta);
return;
}
float divisor = tan(theta);
GP_ASSERT(divisor);
float factor = 1.0f / divisor;
memset(dst, 0, MATRIX_SIZE);
GP_ASSERT(aspectRatio);
dst->m[0] = (1.0f / aspectRatio) * factor;
dst->m[5] = factor;
dst->m[10] = (-(zFarPlane + zNearPlane)) * f_n;
dst->m[11] = -1.0f;
dst->m[14] = -2.0f * zFarPlane * zNearPlane * f_n;
}
开发者ID:ArtProgrammer,项目名称:game-play,代码行数:26,代码来源:Matrix.cpp
示例17: GL_ASSERT
void MeshPart::setIndexData(void* indexData, unsigned int indexStart, unsigned int indexCount)
{
GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer) );
unsigned int indexSize = 0;
switch (_indexFormat)
{
case Mesh::INDEX8:
indexSize = 1;
break;
case Mesh::INDEX16:
indexSize = 2;
break;
case Mesh::INDEX32:
indexSize = 4;
break;
default:
GP_ERROR("Unsupported index format (%d).", _indexFormat);
return;
}
if (indexStart == 0 && indexCount == 0)
{
GL_ASSERT( glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexSize * _indexCount, indexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
}
else
{
if (indexCount == 0)
{
indexCount = _indexCount - indexStart;
}
GL_ASSERT( glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexStart * indexSize, indexCount * indexSize, indexData) );
}
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:35,代码来源:MeshPart.cpp
示例18: parseFlipFlags
static bool parseFlipFlags(const char* str, Sprite::FlipFlags* flip)
{
GP_ASSERT(flip);
if (!str)
{
*flip = Sprite::FLIP_NONE;
return false;
}
if (strcmp(str, "FLIP_VERTICAL") == 0)
{
*flip = Sprite::FLIP_VERTICAL;
}
else if (strcmp(str, "FLIP_HORIZONTAL") == 0)
{
*flip = Sprite::FLIP_HORIZONTAL;
}
else if (strcmp(str, "FLIP_VERTICAL_HORIZONTAL") == 0)
{
*flip = (Sprite::FlipFlags)(Sprite::FLIP_VERTICAL | Sprite::FLIP_HORIZONTAL);
}
else if (strcmp(str, "FLIP_NONE") != 0)
{
GP_ERROR("Failed to get corresponding sprite flip flag for unsupported value '%s'.", str);
*flip = Sprite::FLIP_NONE;
return false;
}
else
{
*flip = Sprite::FLIP_NONE;
}
return true;
}
开发者ID:faustgames-ru,项目名称:AndroidWallpapers,代码行数:35,代码来源:Sprite.cpp
示例19: switch
void Sprite::setBlendMode(BlendMode mode)
{
switch (mode)
{
case BLEND_NONE:
_batch->getStateBlock()->setBlend(false);
break;
case BLEND_ALPHA:
_batch->getStateBlock()->setBlend(true);
_batch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_batch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADDITIVE:
_batch->getStateBlock()->setBlend(true);
_batch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
_batch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE);
break;
case BLEND_MULTIPLIED:
_batch->getStateBlock()->setBlend(true);
_batch->getStateBlock()->setBlendSrc(RenderState::BLEND_ZERO);
_batch->getStateBlock()->setBlendDst(RenderState::BLEND_SRC_COLOR);
break;
default:
GP_ERROR("Unsupported blend mode (%d).", mode);
break;
}
}
开发者ID:faustgames-ru,项目名称:AndroidWallpapers,代码行数:27,代码来源:Sprite.cpp
示例20: GP_ERROR
ParticleEmitter* ParticleEmitter::create(const char* textureFile, TextureBlending textureBlending, unsigned int particleCountMax)
{
Texture* texture = NULL;
texture = Texture::create(textureFile, false);
if (!texture)
{
GP_ERROR("Failed to create texture for particle emitter.");
return NULL;
}
GP_ASSERT(texture->getWidth());
GP_ASSERT(texture->getHeight());
// Use default SpriteBatch material.
SpriteBatch* batch = SpriteBatch::create(texture, NULL, particleCountMax);
texture->release(); // batch owns the texture.
GP_ASSERT(batch);
ParticleEmitter* emitter = new ParticleEmitter(batch, particleCountMax);
GP_ASSERT(emitter);
// By default assume only one frame which uses the entire texture.
emitter->setTextureBlending(textureBlending);
emitter->_spriteTextureWidth = texture->getWidth();
emitter->_spriteTextureHeight = texture->getHeight();
emitter->_spriteTextureWidthRatio = 1.0f / (float)texture->getWidth();
emitter->_spriteTextureHeightRatio = 1.0f / (float)texture->getHeight();
Rectangle texCoord((float)texture->getWidth(), (float)texture->getHeight());
emitter->setSpriteFrameCoords(1, &texCoord);
return emitter;
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:33,代码来源:ParticleEmitter.cpp
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