Dreikblack Posted November 6, 2024 Posted November 6, 2024 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
Solution Josh Posted November 6, 2024 Solution Posted November 6, 2024 fixed 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted November 12, 2024 Author Posted November 12, 2024 It still loading a default mat even though it uses another one Quote
Josh Posted November 13, 2024 Posted November 13, 2024 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.
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