[TCheckBoxFormControlObj]C# [TCheckBoxFormControlObj]Visual Basic This function should be called immediately after deserializing a particle system in order to reinitialize the properties that could not be serialized. NOTE: If this type of particle system requires a Texture, this function will attempt to load the Texture specified by the DeserializationTexturePath property. If it is unable to load a texture, an DPSFArgumentNullException will be thrown, so this function should be wrapped in a try block, and when an DPSFArgumentNullException is caught then the particle system's texture should be manually set. NOTE: This will attempt to load the Effect and Technique specified by the DeserializationEffectPath and DeserializationTechniqueName properties. If either of these are null, the DPSFDefaultEffect will be used, and the default Technique for this type of particle system will be loaded. NOTE: Particle systems can only be serialized (and thus, deserialized) if not inheriting from DrawableGameComponent (i.e. InheritsDrawableGameComponent == false. i.e. using the DPSF.dll, not DPSFAsDrawableGameComponent.dll). Namespace: DPSF Assembly: DPSF (in DPSF.dll) Version: 2.5.0.0 Syntax
Parameters cGame Type: Game Handle to the Game object being used. You may pass in null for this parameter if not using a Game object. cGraphicsDevice Type: GraphicsDevice Graphics Device to draw to. cContentManager Type: ContentManager Content Manager used to load Effect files and Textures. Implements IDPSFParticleSystem..::..InitializeNonSerializableProperties(Game, GraphicsDevice, ContentManager) See Also DPSF<(Of <(<'Particle, Vertex>)>)> Class |