@rickystone wrote:
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}auto rootNode = CSLoader::createNode("MainScene.csb"); addChild(rootNode); auto properties = Properties::createNonRefCounted("Materials/2d_effects.material#sample"); // Print the properties of every namespace within this one. //printProperties(properties, 0); Material *mat1 = Material::createWithProperties(properties); auto spriteBlur = Sprite::create("back_normal.png"); spriteBlur->setNormalizedPosition(Vec2(0.2f, 0.5f)); this->addChild(spriteBlur); spriteBlur->setGLProgramState(mat1->getTechniqueByName("blur")->getPassByIndex(0)->getGLProgramState()); auto spriteOutline = Sprite::create("back_normal.png"); spriteOutline->setNormalizedPosition(Vec2(0.4f, 0.5f)); this->addChild(spriteOutline); spriteOutline->setGLProgramState(mat1->getTechniqueByName("outline")->getPassByIndex(0)->getGLProgramState()); auto spriteNoise = Sprite::create("back_normal.png"); spriteNoise->setNormalizedPosition(Vec2(0.6f, 0.5f)); this->addChild(spriteNoise); spriteNoise->setGLProgramState(mat1->getTechniqueByName("noise")->getPassByIndex(0)->getGLProgramState()); auto spriteEdgeDetect = Sprite::create("back_normal.png"); spriteEdgeDetect->setNormalizedPosition(Vec2(0.8f, 0.5f)); this->addChild(spriteEdgeDetect); spriteEdgeDetect->setGLProgramState(mat1->getTechniqueByName("edge_detect")->getPassByIndex(0)->getGLProgramState()); return true;
}
not any effect....
Posts: 1
Participants: 1