120 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
130 _billboard->setPosition(0.0f, 0.0f, -1000.0f);
142 while ((
EventMan.getTimestamp() - start) < 1000) {
148 if (abort ||
EventMan.quitRequested())
154 if (abort ||
EventMan.quitRequested()) {
165 bool fadeOut =
false;
177 if (!fadeOut && (
EventMan.getTimestamp() - start) >= 5000) {
183 if ((
EventMan.getTimestamp() - start) >= 6000)
Model_NWN(const Common::UString &name, ModelType type=kModelTypeObject, const Common::UString &texture="", ModelCache *modelCache=0)
FadeModel(const Common::UString &name)
Only render transparent parts.
The global graphics manager.
void fadeIn(uint32 length)
An element of the front GUI.
A class holding an UTF-8 string.
A 3D model in the NWN MDL format.
void hide()
Hide the object.
void fadeOut(uint32 length)
Mouse button was pressed.
The global events manager.
Loading MDL files found in Neverwinter Nights.
void render(Graphics::RenderPass pass)
Render the object.
Basic reading stream interfaces.
#define EventMan
Shortcut for accessing the events manager.
void render(RenderPass pass)
Render the object.
void show()
Show the object.
#define GfxMan
Shortcut for accessing the graphics manager.
Only render opaque parts.
Common::ScopedPtr< FadeModel > _billboard
Generic Aurora engines model functions.