Dreikblack Posted November 6 Share Posted November 6 In ParticleEmitter class Instantiate and Copy are private. If i do it via Entitiy's Instantiate i getting ParticleEmitter with default mat and params. Copy() seems to copy a mat, but not params. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetPosition(0, 1, -2); camera->SetClearColor(0.125f); //Create a particle emitter with 50 particles auto emitter = CreateParticleEmitter(world, 10); emitter->SetVelocity(0, 0, 0); emitter->SetParticleTurbulence(10000); emitter->SetMaterial(LoadMaterial("/Materials/default.mat")); auto emitter2 = emitter->As<Entity>()->Instantiate(world); emitter2->SetPosition(1, 0, 0); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted November 6 Solution Share Posted November 6 fixed 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted November 12 Author Share Posted November 12 It still loading a default mat even though it uses another one Quote Link to comment Share on other sites More sharing options...
Josh Posted November 13 Share Posted November 13 I modified this behavior now. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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