Paradox Game Engine  v1.0.0 beta06
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ParticleEmitterType.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 namespace SiliconStudio.Paradox.Engine
4 {
5  public enum ParticleEmitterType
6  {
7  /// <summary>
8  /// Particles data are uploaded/updated by the CPU at each frame. But count is static.
9  /// </summary>
10  CpuStatic,
11 
12  /// <summary>
13  /// Particles data are uploaded/updated by the CPU at each frame. Count can changed at each frame.
14  /// </summary>
15  CpuDynamic,
16 
17  /// <summary>
18  /// Particles are managed by the GPU, with a static set of particles (no dynamic emitters).
19  /// </summary>
20  /// <remarks>
21  /// <see cref="ParticleEmitterComponent.Shader"/> must be non null for GPU particles.
22  /// </remarks>
23  GpuStatic,
24 
25  /// <summary>
26  /// Particles are managed by the GPU and is a dynamic emitter.
27  /// </summary>
28  /// <remarks>
29  /// <see cref="ParticleEmitterComponent.Shader"/> must be non null for GPU particles.
30  /// </remarks>
32  }
33 }
Particles are managed by the GPU, with a static set of particles (no dynamic emitters).
Particles are managed by the GPU and is a dynamic emitter.
Particles data are uploaded/updated by the CPU at each frame. Count can changed at each frame...
Particles data are uploaded/updated by the CPU at each frame. But count is static.