Posted: Tue Nov 07, 2006 12:30 pm
...And for primitives: add toruses, please.
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ehhm... for what ? A Torus ?Chrono Syndrome wrote: I'm waiting...
Maybe not Sky-Rocket, but much better as with the PB-3D-Engine.kawasaki wrote:I think if a few programmers who are familiar with C++ and Purebasic form to make a dedicated development team for the Irrlicht Wrapper, within a month or so, the 3d capabilities of Purebasic will sky-rocket.
I never checked ColdSteel out - but isn't it a Irrlicht-Based Engine ?kawasaki wrote: I bought ColdSteel but am very disappointed atm. I would love to see this wrapper continue to grow, and not just cease and end up on page 44 on the Announcements Forum.
Good Idea !kawasaki wrote: Im currently learning C++ (got a way to go :p ) so ill be able to contribute soon hopefully.
No. For any answer.for what ? A Torus ?
That's good, thanks !Oh the other problems are fixed, and with the next-release the Particles and Demo 22 will work.
What kind of modells do you need? .3ds, .mesh?neotoma wrote: And what i'm really need is a 3d-Modeller and Texturer - while i'm very untalented for that. I plan to make a set of 'Advanced' Demos to show the capatibilities and help as How-Tos. But the people need 'good looking'-Demos to say 'Oh Yes - great ! I'll try it !'. Maybe here any Helpers around ? (Oh, also the Doku needs helpers, but i think nobody like this part.... ;-) )
And one more suggestion: add, plz, command for coloring nodes (creating a texture for thats isn't convenient...) ala EntitiyColor in Blitz3D.Little suggestion: add, plz, function to receiving OutputID (for StartDrawing / StopDrawing) of IrrLicht window/screen.
Thanx, i'll contact you !dige wrote:What kind of modells do you need? .3ds, .mesh?
May be I can help.
Ehhm, i added a Function to get the Hwnd (WindowsHandle). Maybe this helps, but i'm not deep enough in this StartDrawing()/StopDrawing()-Interna. We have to try out.Chrono Syndrome wrote:Oh... And what about this ?:Little suggestion: add, plz, function to receiving OutputID (for StartDrawing / StopDrawing) of IrrLicht window/screen.
I wouldnt rebuild B3D. But you can set (next release) DiffuseColor, EmissiveColor, AmbientColor and SpecularColor for each Material.Chrono Syndrome wrote:And one more suggestion: add, plz, command for coloring nodes (creating a texture for thats isn't convenient...) ala EntitiyColor in Blitz3D.
I have no example here, but it is fairly simple. Take a look at the RenderTotarget-Feature.kawasaki wrote:can you please do a quick example, partial code will be just as good, of how to render a camera to an image gui gadget.. (not a purebasic gadget, a irrlicht gui gadget)..
Code: Select all
XIncludeFile "_Inc\Irrlicht Wrapper.pb"
InitIrrlichtWrapperDll()
IrrStart( #IRR_EDT_OPENGL, 640, 480, #IRR_WINDOWED, #IRR_NO_SHADOWS, #IRR_CAPTURE_EVENTS )
IrrSetWindowCaption( "Beta Demo 1" )
CamWin=IrrGuiAddWindow(0,0,405,300,#IRR_GUI_BORDER,"Cam",0,1)
View1=IrrGuiAddImage(5,25,100,130, CamWin,0)
IrrGuiAddImage(105,25,200,130, CamWin,1)
IrrGuiAddImage(205,25,300,100, CamWin,2)
IrrGuiAddImage(305,25,400,100, CamWin,3)
*FairyMesh = IrrGetMesh("Beta Demo Media\faerie.md2")
If *FairyMesh
*FairySceneNode = IrrAddMeshToScene( *FairyMesh )
*FairyTexture = IrrGetTexture("Beta Demo Media\faerie2.bmp")
IrrSetNodeMaterialTexture( *FairySceneNode, *FairyTexture, 0 )
IrrSetNodeMaterialFlag( *FairySceneNode, #IRR_EMF_LIGHTING, #True)
IrrSetNodeMaterialShininess( *FairySceneNode, 0, 20.0)
IrrSetNodePosition( *FairySceneNode,-10,0,-100 )
EndIf
*light = IrrAddLight(-15,5,-105,255,255,255,100)
IrrSetAmbientLight(60,60,60)
*CubeNode = IrrAddCubeSceneNode(60);
IrrAddRotationAnimator(*CubeNode,0.3, 0.3,0)
IrrSetNodePosition( *CubeNode,-100,0,-100 )
IrrSetNodeMaterialFlag( *CubeNode, #IRR_EMF_LIGHTING, #True)
*RenderTarget = IrrCreateRenderTargetTexture(95,95)
;IrrSetNodeMaterialTexture(View1, *RenderTarget, 0 )
*FixedCamera = IrrAddCamera(10,10,-80, -10,10,-100)
While IrrRunning()
IrrBeginScene( 255,255,255 )
IrrSetActiveCamera(*FixedCamera);
IrrDrawScene()
IrrSetRenderTarget(0, #True, #True, 0,0,255);
IrrGuiImageSetImage(View1,*RenderTarget)
IrrBeginScene( 255,255,255 )
IrrGuiEventAvailable()
IrrReadGuiEvent()
IrrDrawGUI()
IrrEndScene()
Wend
Yes, in future-releases this will be possible (i'v done this already in c++). Also some more access to the Terrain will later available.Chrono Syndrome wrote:I've got a new idea: add commands to get/set pixels of textures and receiving their (Textures) Height\Width, plz. It's will be very useful.
Code: Select all
XIncludeFile "IrrlichtWrapper.pbi"
InitIrrlichtWrapperDll()
IrrStart( #IRR_EDT_SOFTWARE, 400, 200, #IRR_WINDOWED, #IRR_NO_SHADOWS, #IRR_IGNORE_EVENTS )
IrrSetWindowCaption( "Example 01: Hello World - The GUI" )
IrrGuiAddStaticText( "Hello World", 4,0,200,16, #IRR_GUI_NO_BORDER, #IRR_GUI_NO_WRAP )
While IrrRunning()
IrrBeginScene( 0,255,255 )
IrrEndScene()
Wend
IrrDrawGUI()
IrrStop()
FreeIrrlichtWrapperDll()