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/* | |
This is a simple game state inspired from a good article about managing game states | |
at http://gamedevgeek.com/tutorials/managing-game-states-in-c/ , i tried to adapt it in Urho3d | |
using events rather than loops update on virtual methods that kill performance. | |
*/ | |
gamestateshandler expect a scene already create , you can simply modified as you like, | |
main.cpp{ |
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Geometry* Geometry::CreatePretransformedList(PODVector<Matrix3x4> transforms, bool applyTransforms) const | |
{ | |
// Perform easy early-out tests | |
if (transforms.Size() == 0) | |
return 0; | |
if (vertexBuffers_.Size() == 0) | |
{ | |
URHO3D_LOGERROR("Unable to create pretransformed geometry for empty geometry"); | |
return 0; | |
} |