Search found 1122 matches
- Mon Jun 17, 2024 3:00 pm
- Forum: 3D Programming
- Topic: MousePick() 6.10
- Replies: 4
- Views: 2718
Re: MousePick() 6.10
You are right, there is something wrong with x64 version, work fine with x86.
- Sun Jun 16, 2024 7:45 pm
- Forum: 3D Programming
- Topic: MousePick() 6.10
- Replies: 4
- Views: 2718
Re: MousePick() 6.10
Work fine here
; ------------------------------------------------------------
;
; PureBasic - MousePick
;
; (c) Fantaisie Software
;
; ------------------------------------------------------------
;
#CameraSpeed = 0.4
Enumeration
#MainWindow
#Editor
EndEnumeration
IncludeFile #PB_Compiler_Home ...
; ------------------------------------------------------------
;
; PureBasic - MousePick
;
; (c) Fantaisie Software
;
; ------------------------------------------------------------
;
#CameraSpeed = 0.4
Enumeration
#MainWindow
#Editor
EndEnumeration
IncludeFile #PB_Compiler_Home ...
- Fri Feb 16, 2024 11:21 pm
- Forum: 3D Programming
- Topic: How do I put different textures on the sides of a cube?
- Replies: 9
- Views: 1691
Re: How do I put different textures on the sides of a cube?
change MeshVertexTextureCoordinate() if you need to rotate texture for each submesh
InitEngine3D()
InitSprite()
InitKeyboard()
ExamineDesktops()
OpenScreen(DesktopWidth(0), DesktopHeight(0), DesktopDepth(0), "Cube 3D")
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive ...
InitEngine3D()
InitSprite()
InitKeyboard()
ExamineDesktops()
OpenScreen(DesktopWidth(0), DesktopHeight(0), DesktopDepth(0), "Cube 3D")
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive ...
- Sun May 14, 2023 9:12 am
- Forum: 3D Programming
- Topic: MousePick() new bug
- Replies: 6
- Views: 1606
Re: MousePick() new bug
Doc say :
Use MouseRayCast()Result = MousePick(#Camera, x, y [, PickMask])
The entity pick is based on its bounding box, not on its mesh.
- Tue Jan 03, 2023 2:27 pm
- Forum: Feature Requests and Wishlists
- Topic: Spline Lib without Engine3D
- Replies: 3
- Views: 1086
Re: Spline Lib without Engine3D
yes same code
- Tue Jan 03, 2023 1:36 pm
- Forum: Feature Requests and Wishlists
- Topic: Spline Lib without Engine3D
- Replies: 3
- Views: 1086
- Mon Dec 19, 2022 11:27 am
- Forum: 3D Programming
- Topic: Entity Animation
- Replies: 35
- Views: 7571
Re: Entity Animation
use OgreCommandLineTools_1.7.2
to see how it's done with robot.mesh and robot.skeleton
in the tool you will find OgreXMLConverter.exe use it to convert robot.mesh and robot.skeleton in xml files
in robot.mesh you have this line <skeletonlink name="robot.skeleton" />
to see how it's done with robot.mesh and robot.skeleton
in the tool you will find OgreXMLConverter.exe use it to convert robot.mesh and robot.skeleton in xml files
in robot.mesh you have this line <skeletonlink name="robot.skeleton" />
- Tue Dec 06, 2022 6:26 pm
- Forum: 3D Programming
- Topic: Entity Animation
- Replies: 35
- Views: 7571
Re: Entity Animation
you need a .mesh file and a .skeleton file (animation)
- Fri Nov 12, 2021 2:25 pm
- Forum: Coding Questions
- Topic: [Solved] svn doc 6.0 ???
- Replies: 2
- Views: 4051
- Wed Apr 28, 2021 4:30 pm
- Forum: 3D Programming
- Topic: Bug?: Absolute mode for ScaleEntity() for Cylinder does not work
- Replies: 7
- Views: 5679
Re: Bug?: Absolute mode for ScaleEntity() for Cylinder does not work
ScaleEntity(0,x,y,z,#PB_Relative)
Scales the entity, combining it's current scale with the passed in scaling factor.
@remarks
This method applies an extra scaling factor To the entity's existing scale, ( unlike ScaleEntity(0,x,y,z,#PB_Absolute) which overwrites it ) combining it's current scale ...
Scales the entity, combining it's current scale with the passed in scaling factor.
@remarks
This method applies an extra scaling factor To the entity's existing scale, ( unlike ScaleEntity(0,x,y,z,#PB_Absolute) which overwrites it ) combining it's current scale ...
- Tue Mar 23, 2021 12:47 pm
- Forum: 3D Programming
- Topic: [DONE]Create a ball Dodekaeder OGREE
- Replies: 3
- Views: 4388
- Mon Mar 11, 2019 9:37 am
- Forum: 3D Programming
- Topic: [Solved]: Get X or Y reference from camera frontal view
- Replies: 10
- Views: 5304
Re: [Solved]: Get X or Y reference from camera frontal view
what is nonsense is to try to answer you.
- Sun Mar 10, 2019 10:49 am
- Forum: 3D Programming
- Topic: [Solved]: Get X or Y reference from camera frontal view
- Replies: 10
- Views: 5304
Re: [Solved]: Get X or Y reference from camera frontal view
Maybe it's better like that
Macro getbase()
AxisY\x=0:AxisY\y=1:AxisY\z=0
AxisZ\x=CameraDirectionX(Camera2):AxisZ\y=CameraDirectionY(Camera2):AxisZ\z=CameraDirectionZ(Camera2)
AxisZ2\x=-AxisZ\x : AxisZ2\y=-AxisZ\y : AxisZ2\z=-AxisZ\z
CROSS_PRODUCT(AxisX,AxisY,AxisZ2)
CROSS_PRODUCT(AxisY ...
Macro getbase()
AxisY\x=0:AxisY\y=1:AxisY\z=0
AxisZ\x=CameraDirectionX(Camera2):AxisZ\y=CameraDirectionY(Camera2):AxisZ\z=CameraDirectionZ(Camera2)
AxisZ2\x=-AxisZ\x : AxisZ2\y=-AxisZ\y : AxisZ2\z=-AxisZ\z
CROSS_PRODUCT(AxisX,AxisY,AxisZ2)
CROSS_PRODUCT(AxisY ...
- Sat Mar 09, 2019 11:18 am
- Forum: 3D Programming
- Topic: [Solved]: Get X or Y reference from camera frontal view
- Replies: 10
- Views: 5304
Re: Question: Get X or Y reference from camera frontal view
you are disturbed by the debug, it was to control the result of the Qmv() Procedure.
Either, I modified my code to highlight the 3 axes.
#CameraSpeed = 2
IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"
Define.f KeyX, KeyY, MouseX, MouseY
Structure Vector3
x.f
y.f
z.f ...
Either, I modified my code to highlight the 3 axes.
#CameraSpeed = 2
IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"
Define.f KeyX, KeyY, MouseX, MouseY
Structure Vector3
x.f
y.f
z.f ...
- Fri Mar 08, 2019 8:07 pm
- Forum: 3D Programming
- Topic: [Solved]: Get X or Y reference from camera frontal view
- Replies: 10
- Views: 5304
Re: Question: Get X or Y reference from camera frontal view
and answer is :
AxisX = orientation * UnitX
AxisY = orientation * UnitY
AxisZ = orientation * -UnitZ
May be i should write
Vector X = orientation * UnitX
Vector Y = orientation * UnitY
Vector Z = orientation * -UnitZ
AxisX = orientation * UnitX
AxisY = orientation * UnitY
AxisZ = orientation * -UnitZ
May be i should write
Vector X = orientation * UnitX
Vector Y = orientation * UnitY
Vector Z = orientation * -UnitZ