Ara (a) --- Let your demo also have loadingbar
Practice: (1) Join the #include "exampleeloadingbar.h" first in your DEMO main file, add Data Member: ExampleLoadingBar MLoadingBar within the Protected domain of the primary class; (3) In the Protected domain in the primary class Join Member Function: Void LoadResources (Void) {
MLoadingBar.Start (MWindow, 1, 1, 0.75);
// Turn off rendering of everything except overlays mSceneMgr-> clearSpecialCaseRenderQueues (); mSceneMgr-> addSpecialCaseRenderQueue (RENDER_QUEUE_OVERLAY); mSceneMgr-> setSpecialCaseRenderQueueMode (SceneManager :: SCRQM_INCLUDE); // Initialise the rest of the resource groups, parse scripts etc ResourceGroupManager: : getsingleton (). InitialiseallResourceGroups (); ResourceGroupManager :: getsingleton () () () () () () () () () () () () (). getWorldResourceGroupName () () (). getWorldResourceGroupname (), false, true);
// back to full rendering mscenemgr-> clearspecialcaserenderqueues (); mscenemgr-> setspecialcaserenderQueuemode (SceneManager :: scrqm_exclud);
MLoadingBar.finish ();
} Doubt: LoadResources in the Demo's parent class implementation: Virtual Void LoadResources (Void) {// Initialise, Parse Scripts etc ResourcegroupManager :: getsingleton () (); initirateallResourceGroups ();
} After this is Override, the operation inside is included, as shown in red. If you don't do less, so rest assured!