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Lukas Aldershaab lukaspj

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$fpsAvgCount = 10;
$fpsIdx = 0;
function fpsPrintAvg()
{
for(%ii = 0; %ii < $fpsAvgCount; %ii++)
{
echo("$fpsArray[" @ %ii @ "] = " @ $fpsArray[%ii]);
}
}
new ShaderData( texRibbonShader )
{
DXVertexShaderFile = "shaders/ribbons/texRibbonShaderV.hlsl";
DXPixelShaderFile = "shaders/ribbons/texRibbonShaderP.hlsl";
pixVersion = 2.0;
};
new GFXSamplerStateData(NyanSampler)
{
#include "sphereEmitter.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
IMPLEMENT_CO_DATABLOCK_V1(SphereEmitterData);
static const float sgDefaultEjectionOffset = 0.f;
static const float sgDefaultPhiReferenceVel = 0.f;
static const float sgDefaultPhiVariance = 360.f;
datablock SphereEmitterData(DefaultParticleEmitter)
{
};
datablock BillboardRendererData(DefaultParticleRenderer)
{
textureName = "core/art/defaultParticle";
};
datablock StickyBehaviour(StickyBHV)
expr ::= variable
| expr binop expr
variable ::= LOCALVAR | GLOBALVAR
binop ::= EQUAL | NOTEQUAL | PLUS | MINUS | TIMES | DIVIDE | CONCAT | CONTAB | CONSPC | ASSIGN
funcall_expr ::= ID LPAREN expr_list_decl RPAREN
| ID COLONCOLON ID LPAREN expr_list_decl RPAREN
| expr DOT ID LPAREN expr_list_decl RPAREN
bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
{
if ( mCollisionType == None )
return false;
if ( !mShapeInstance )
return false;
if ( mCollisionType == Bounds )
{
// Sample the scene color.
float4 color1 = Texture1.Sample(TextureSampler, input.UV).rgba;
float4 color2 = Texture2.Sample(TextureSampler, input.UV).rgba;
float a1 = input.UV.x;
float a2 = 1-a1;
float height = color1.a;
float height2 = color2.a;
import java.util.*;
import javax.swing.event.ChangeListener;
import javax.swing.event.ChangeEvent;
import java.awt.*;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
/**
* Lav en beskrivelse af klassen RoadGUI her.
*
while ( mat->setupPass( state, sgData ) )
{
if (alternateCache) {
activeTarget->attachTexture(GFXTextureTarget::RenderSlot::Color1, opacityCache2);
if (mat->isCurrentPassValid() && mat->getCurrentPass().opacityMapConst->isValid())
GFX->setTexture(mat->getCurrentPass().opacityMapConst->getSamplerRegister(), opacityCache1);
}
else {
activeTarget->attachTexture(GFXTextureTarget::RenderSlot::Color1, opacityCache1);