Searched refs:currentParticles (Results 1 – 12 of 12) sorted by relevance
66 list<Particle*>::type& currentParticles, bool cullIndividually) = 0;87 virtual void _notifyParticleMoved(list<Particle*>::type& currentParticles) {} in _notifyParticleMoved() argument89 virtual void _notifyParticleCleared(list<Particle*>::type& currentParticles) {} in _notifyParticleCleared() argument
205 list<Particle*>::type& currentParticles, bool cullIndividually);
66 std::list<Particle*>& currentParticles, bool cullIndividually) = 0;87 virtual void _notifyParticleMoved(std::list<Particle*>& currentParticles) {} in _notifyParticleMoved() argument89 virtual void _notifyParticleCleared(std::list<Particle*>& currentParticles) {} in _notifyParticleCleared() argument
205 std::list<Particle*>& currentParticles, bool cullIndividually);
127 std::list<Particle*>& currentParticles, bool cullIndividually) in _updateRenderQueue() argument135 mBillboardSet->beginBillboards(currentParticles.size()); in _updateRenderQueue()143 for (std::list<Particle*>::iterator i = currentParticles.begin(); in _updateRenderQueue()144 i != currentParticles.end(); ++i) in _updateRenderQueue()177 if(currentParticles.size()) in _updateRenderQueue()
127 list<Particle*>::type& currentParticles, bool cullIndividually) in _updateRenderQueue() argument132 mBillboardSet->beginBillboards(currentParticles.size()); in _updateRenderQueue()134 for (list<Particle*>::type::iterator i = currentParticles.begin(); in _updateRenderQueue()135 i != currentParticles.end(); ++i) in _updateRenderQueue()
91 particleSaturation = (maxParticles > 0)? (currentParticles / float(maxParticles)): 1.0f; in UpdateParticleSaturation()111 int currentParticles; // number of particles weighted by how complex they are variable
63 CR_MEMBER(currentParticles),93 currentParticles = 0; in CProjectileHandler()
652 projectileHandler->currentParticles = 0; in Draw()682 projectileHandler->currentParticles += CProjectile::DrawArray(); in Draw()690 projectileHandler->currentParticles = int(projectileHandler->currentParticles * 0.2f); in Draw()691 projectileHandler->currentParticles += int(0.2f * drawnPieces + 0.3f * numFlyingPieces); in Draw()692 projectileHandler->currentParticles += (renderProjectiles.size() * 0.8f); in Draw()696 projectileHandler->currentParticles += (modelRenderers[modelType]->GetNumProjectiles() * 0.8f); in Draw()731 projectileHandler->currentParticles += CProjectile::DrawArray(); in DrawShadowPass()
146 unsigned int currentParticles = particlesOnScreen_; in normalizedSimulate() local148 for (unsigned int i=0; i<currentParticles; i++) in normalizedSimulate()
374 …tiles.size() + projectileHandler->unsyncedProjectiles.size(), projectileHandler->currentParticles); in DrawInfoText()
822 …const float pieceChance = 1.0f - (projectileHandler->currentParticles - (projectileHandler->maxPar… in Shatter()