Graphics/ParticleSystem: Turn it to Renderable interface
Former-commit-id: c083f32a4bf2baed93126c30a6d05cf8ed0ba493
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@@ -52,10 +52,9 @@ void NzParticleEmitter::Emit(NzParticleSystem& system, float elapsedTime) const
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if (m_lagCompensationEnabled)
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{
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// On va maintenant appliquer les contrôleurs
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float accumulator = 0.f;
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float invEmissionRate = 1.f/m_emissionRate;
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for (unsigned int i = 1; i <= emissionCountInt; ++i)
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system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), 20*invEmissionRate, accumulator);
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system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), invEmissionRate);
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}
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}
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}
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