20 #ifndef PS_EFFECT_OBJ_MESH_HEADER    21 #define PS_EFFECT_OBJ_MESH_HEADER    24 #include <imesh/sprite3d.h>    40     bool Load(iDocumentNode* node, iLoaderContext* ldr_context);
    41     bool Render(
const csVector3 &up);
    42     bool Update(csTicks elapsed);
    50     bool PostSetup(iLoaderContext* ldr_context);
    53     csRef<iThreadReturn> factory;
    54     csRef<iSprite3DState> sprState;
 
The manager of all 2D effect elements. 
 
bool Load(iDocumentNode *node, iLoaderContext *ldr_context)
Loads the effect object from an xml node. 
 
An effect is not much more than a collection of effect objects. 
 
psEffectObjMesh(iView *parentView, psEffect2DRenderer *renderer2d)
 
bool Render(const csVector3 &up)
Renders the effect. 
 
psEffectObj * Clone() const 
Clones the effect object. 
 
bool Update(csTicks elapsed)
Updates the spell effect – called every frame. 
 
psEffect2DRenderer * renderer2d