Graphics/ParticleSystem: Turn it to Renderable interface

Former-commit-id: c083f32a4bf2baed93126c30a6d05cf8ed0ba493
This commit is contained in:
Lynix
2015-06-23 14:01:44 +02:00
parent 06b5e09935
commit 0ec0e02a5f
3 changed files with 74 additions and 114 deletions

View File

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