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- /*: The fire special effect basic sample.
- If you look at the code you won't see anything fancy. The FireFX is a dynamic
- special effect (driven by a cadencer). Making use of it means two things :<br>
- - dropping a FirexFXManager, this one controls fire particle systems aspects<br>
- - adding a FireFX effect to the object you want to see burning (here, a sphere)<br>
- You may have multiple objects sharing the same FireFXManager, this means they
- will all look the same, but also that the particle system calculations are
- made only once.
- This effect looks cool but is fill-rate hungry, but un-textured fillrate
- hungry, ie. video card memory bandwith is not an issue. Anyway, you can
- always make it look nice with smaller and/or less particles.
- */
- //---------------------------------------------------------------------------
- #include <vcl.h>
- #pragma hdrstop
- #include <tchar.h>
- //---------------------------------------------------------------------------
- USEFORM("Unit1.cpp", Form1);
- //---------------------------------------------------------------------------
- int WINAPI _tWinMain(HINSTANCE, HINSTANCE, LPTSTR, int)
- {
- try
- {
- Application->Initialize();
- Application->MainFormOnTaskBar = true;
- Application->CreateForm(__classid(TForm1), &Form1);
- Application->Run();
- }
- catch (Exception &exception)
- {
- Application->ShowException(&exception);
- }
- catch (...)
- {
- try
- {
- throw Exception("");
- }
- catch (Exception &exception)
- {
- Application->ShowException(&exception);
- }
- }
- return 0;
- }
- //---------------------------------------------------------------------------
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