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Vesper 0.5.1
Vesper is short form for the Latin word for "Bat", as Vesper is designed to be small, lightweight, and easily handle things like particles and flocking behaviors in accordance with the nature of bats. \n It is meant to be a particle simulation, VFX editor, and CAN be used secondarily as a small game engine. GitHub | Vesper Updates | Creator |
Component that holds sprite rendering data. More...
#include <Components.h>
Public Member Functions | |
| SpriteRendererComponent ()=default | |
| SpriteRendererComponent (const SpriteRendererComponent &)=default | |
| SpriteRendererComponent (const glm::vec4 &color) | |
| Constructor that initializes the color. | |
| operator glm::vec4 & () | |
| operator const glm::vec4 & () const | |
| glm::vec4 & | GetColor () |
| Returns the color of the sprite. | |
Public Attributes | |
| glm::vec4 | Color { 1.0f, 1.0f, 1.0f, 1.0f } |
| Color of the sprite. | |
| Ref< Texture2D > | Texture = nullptr |
| Texture of the sprite. | |
| float | TilingFactor = 1.0f |
| Tiling factor for the texture. | |
| bool | TextureEnabled = false |
| whether the texturing is enabled | |
| bool | Billboard = false |
| whether the sprite should always face the camera | |
Component that holds sprite rendering data.
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default |
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default |
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inline |
Constructor that initializes the color.
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inline |
Returns the color of the sprite.
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inline |
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inline |
| bool Vesper::SpriteRendererComponent::Billboard = false |
whether the sprite should always face the camera
WIP
| glm::vec4 Vesper::SpriteRendererComponent::Color { 1.0f, 1.0f, 1.0f, 1.0f } |
Color of the sprite.
| bool Vesper::SpriteRendererComponent::TextureEnabled = false |
whether the texturing is enabled
| float Vesper::SpriteRendererComponent::TilingFactor = 1.0f |
Tiling factor for the texture.