
Search found 45 matches
- Thu Sep 15, 2022 7:48 pm
- Forum: 3D Programming
- Topic: Engine3D and google maps coordinate problem y axis flipped
- Replies: 4
- Views: 1246
Re: Engine3D and google maps coordinate problem y axis flipped
The RotateCamera
So simple .. Tnx man!

- Thu Sep 15, 2022 3:19 pm
- Forum: 3D Programming
- Topic: Engine3D and google maps coordinate problem y axis flipped
- Replies: 4
- Views: 1246
Re: Engine3D and google maps coordinate problem y axis flipped
Hi Caronte3D,
It should because when you want to go up/down the map then the planes on the y axis are wrong placed. See this example, it starts using the right way to show the maps and when you press left/right everything is ok, but when you go up/down things go wrong. When you press F1 then the ...
It should because when you want to go up/down the map then the planes on the y axis are wrong placed. See this example, it starts using the right way to show the maps and when you press left/right everything is ok, but when you go up/down things go wrong. When you press F1 then the ...
- Wed Sep 14, 2022 4:01 pm
- Forum: 3D Programming
- Topic: Engine3D and google maps coordinate problem y axis flipped
- Replies: 4
- Views: 1246
Engine3D and google maps coordinate problem y axis flipped
Hi,
I want to map google map images to 3d planes using world coordinates.
So first i convert lat/lon to world coords and then i create plane/mesh/material/texture/entity for all the images.
Finaly i place the 3D camera x/y position to the actual world coordinates.
Problem is the Y axis seems to ...
I want to map google map images to 3d planes using world coordinates.
So first i convert lat/lon to world coords and then i create plane/mesh/material/texture/entity for all the images.
Finaly i place the 3D camera x/y position to the actual world coordinates.
Problem is the Y axis seems to ...
- Sat Apr 03, 2021 3:43 pm
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
Re: COVID SUX PUREBASIC RULEZ
Sometimes people are just like spamBarryG wrote:Thought this was a spam post at first, due to your all-caps title of "COVID SUX PUREBASIC RULEZ", but you do have a valid post history, so I guess not.

- Sat Apr 03, 2021 3:42 pm
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
Re: COVID SUX PUREBASIC RULEZ
Hahaha WOW!NicTheQuick wrote:Let's take this a bit further:
https://www.youtube.com/watch?v=NkRkuI0ZgX0
https://www.youtube.com/watch?v=TUHgGK-tImY
- Sat Apr 03, 2021 3:37 pm
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
- Sat Apr 03, 2021 1:10 am
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
Re: COVID SUX PUREBASIC RULEZ
Could we make something this cool in PB?
I don't think so. Why are you thinking about doing this in Purebasic? :D Well, you could create a complete DAW with Purebasic but that's a heck lot of work and surely not doable without a team of developers which know exactly how an audio engine works ...
I don't think so. Why are you thinking about doing this in Purebasic? :D Well, you could create a complete DAW with Purebasic but that's a heck lot of work and surely not doable without a team of developers which know exactly how an audio engine works ...
- Sat Apr 03, 2021 1:05 am
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
Re: COVID SUX PUREBASIC RULEZ
Tnx all for the reactions, was a bit of a weird post i know.. but we all are living in weird times also
Still love Purebasic, registered user from the Amiga age

Still love Purebasic, registered user from the Amiga age

- Mon Mar 22, 2021 3:15 pm
- Forum: 3D Programming
- Topic: ApplyEntityImpulse
- Replies: 1
- Views: 4030
ApplyEntityImpulse
Hi,
I'm working on a simple game with tanks and bullets. Every now and then there seems to be a problem with the ApplyEntityImpulse function, i think.
The game has a lot lines of code, so i started to strip down and reduce the code to find the root cause of this problem.
No i have a example of ...
I'm working on a simple game with tanks and bullets. Every now and then there seems to be a problem with the ApplyEntityImpulse function, i think.
The game has a lot lines of code, so i started to strip down and reduce the code to find the root cause of this problem.
No i have a example of ...
- Fri Mar 05, 2021 10:37 pm
- Forum: Off Topic
- Topic: COVID SUX PUREBASIC RULEZ
- Replies: 17
- Views: 6224
- Thu Mar 04, 2021 9:02 pm
- Forum: 3D Programming
- Topic: MaterialBlendingMode
- Replies: 2
- Views: 4140
Re: MaterialBlendingMode
Create two materials one for material blending and the other as normal.
Switch materials by using SetEntityMaterial()
That was my first attempt also but i don't want to change the material for a normal normal entity, it's for StaticGeometryEntity.
Offcourse i can recreate the ...
Switch materials by using SetEntityMaterial()
That was my first attempt also but i don't want to change the material for a normal normal entity, it's for StaticGeometryEntity.
Offcourse i can recreate the ...
- Wed Mar 03, 2021 5:43 pm
- Forum: 3D Programming
- Topic: MaterialBlendingMode
- Replies: 2
- Views: 4140
MaterialBlendingMode
When using the command MaterialBlendingMode with for example the mode #PB_Material_AlphaBlend, how or is it possible to turn it back to original mode?
- Mon Mar 01, 2021 11:01 pm
- Forum: 3D Programming
- Topic: Entity always visible
- Replies: 6
- Views: 4252
Re: Entity always visible
Tnx for the tip, but it didn't work out for me.box_80 wrote:I don't know if it would work as I never used it before. But I would read the information for SetRenderQueue() in Engine3D Index in the help file, it could help.
- Sun Feb 28, 2021 6:26 pm
- Forum: 3D Programming
- Topic: Entity always visible
- Replies: 6
- Views: 4252
Re: Entity always visible
To bad .. does seem to exist in Ogre:Mijikai wrote:By PB u mean Ogre ? - If so no idea.
https://www.ogre3d.org/docs/api/1.7/cla ... state.html
- Sun Feb 28, 2021 4:30 pm
- Forum: 3D Programming
- Topic: Entity always visible
- Replies: 6
- Views: 4252
Re: Entity always visible
And how can i do that in PB?Mijikai wrote:Yes, generally thats no problem in DX9 for example u just change the renderstate.