Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
|
#include <LUA_API_Resource.h>
Public Member Functions | |
void | prepareMesh (string meshName) |
Preload a mesh in the loading stages of a game before spawning. This will stop any pops as resources are loaded in during runtime. More... | |
void | prepareMaterial (string materialName) |
Preload a material in the loading stages of a game before using or calling it. This will stop any pops as resources are loaded in during runtime. More... | |
void | preparePreset (string presetName) |
Preload a preset and all associated resources such as meshes, skeletons, textures and material/ shaders. This will stop any pops as resources are loaded in during runtime. More... | |
This area covers the resource preloading functions. Use as resource.function(); For more information on how these functions can be used please visit the User Manual - http://www.chi-ad.com/Skyline/SDN/
To use these functions, you will need to activate the dynamic sky.
void resource::prepareMaterial | ( | string | materialName | ) |
Preload a material in the loading stages of a game before using or calling it. This will stop any pops as resources are loaded in during runtime.
When passing this name, it automatically looks and loads _adv and _deferred variations.
materialName | : The material name to load. This is the name that would exist inside a .material file |
Here is a Small Example of how to use this function:
obj = 0; function onInit(objID) obj = objID; resource.prepareMaterial("Proto_Blue"); end
void resource::prepareMesh | ( | string | meshName | ) |
Preload a mesh in the loading stages of a game before spawning. This will stop any pops as resources are loaded in during runtime.
meshName | : The meshname to preload. The .mesh is required. |
Here is a Small Example of how to use this function:
obj = 0; function onInit(objID) obj = objID; resource.prepareMesh("Emitter.mesh"); end -- call spawn routines in other functions etc...
void resource::preparePreset | ( | string | presetName | ) |
Preload a preset and all associated resources such as meshes, skeletons, textures and material/ shaders. This will stop any pops as resources are loaded in during runtime.
Do not put .preset on the end as it is not required. Only .preset files are loaded, .xPreset file are for editor use only. .preset is a binary file and therefore faster to load.
This is useful to do in the onInit before spawning presets.
presetName | : The preset name to load all resources from. |
Here is a Small Example of how to use this function:
obj = 0; function onInit(objID) obj = objID; resource.preparePreset("myCharacter"); end