geState
From GriffinEngine
Usage
A single game state, that contains a separate instance of a scene graph and camera. Multiple instances of this class can be store in geGame's game stack, which is useful for managing multiple game states. Your update code can be included in this state (you *must* register an update function before the state's initialize is called, or it will throw an exception). If you need additional functionality, you can inherit from this class.
Inheritance
Reference
Fields
geSceneGraph* sceneGraph;
geRenderArgs* renderArgs;
geICamera* camera;
geCallback callback;
geCallback initCallback;
Constructors
geState( geCallback _callback, geICamera* _camera = new geFPCamera() );
geState( const geState& copy );
Methods
void addSceneLight(geLight* _light);
void removeSceneLight(geLight* _light);
virtual void Update();
virtual void Draw();
virtual void Initialize();
Core |
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geGame · geState · GriffinEngine.h |
geBoundingBox · geBoundingSphere · geIState · geNullNode · geObject · geObject3D · geRay · geSceneGraph |