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MeshHandle = DeformMesh(MeshID.i = #PB_Any, HeightMap.i, Type.i) ; #PB_Mesh_Plane, #PB_Mesh_Sphere, #PB_Mesh_Box, #PB_Mesh_Cylinder, #PB_Mesh_Tube, #PB_Mesh_Torus
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MeshHandle = CompoundMesh(#PB_Any, MeshID_1, MeshID_2, CompoundFlag.i = #PB_Compound_SubStract) ; #PB_Compound_Add
The ability to create real 3D chars.
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FontMeshText = CreateFontMeshText(#PB_Any, FontID.i, Dept.f, Text.s = "Test")
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FontMeshChar = CreateFontMeshChar(#PB_Any, FontID.i, Dept.f, Character.s = "A")
The end goal is something like the image below, which is actually pretty hard to achieve.
Final result example could be something like this:
Edit: yes I know it says: "one the fly"..
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img = CopyTextureToImage(Texture, #PB_Any)
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Result = SaveTexture(texture, Filename.s, SaveImageFormat)
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Emitters: ’Cylinder’, ’Ellipsoid’, ’HollowEllipsoid’ and ’Ring’
Affectors: Scaler, DeflectorPlane, ColorInterpolator, Rotator, DirectionRandomizer
billboard_origin: top_left|top_center|top_right|center_left|center|center_right|bottom_left|bottom_center|bottom_right
wave_xform, scale, assign point sprites w/o script
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WaveHandle = CreateWater(#PB_Any, Size.f, Size.f)
WaterScale(WaterHandle.i, size.f, size.f)
WaterWaveHeight(WaterHandle.i, MaxHeight.f, MinHeight.f)
WaterAddWaveMaterialLayer(WaterHandle.i, TextureID, BlendingMode.i)
WaterRemoveWaveMaterialLayer(WaterHandle.i, Layer.i)
WaterScrollWaveMaterial(WaterHandle, Fixed/Animated, Layer.i)
WaterRotateWaveMaterial(WaterHandle.i, Fixed/rotated, rotation.f, Layer.i)
WaterWaveInterval(WaterHandle.i, MinInterval.f, MaxInterval.f) : Interval between waves
WaterWaveSpeed(WaterHandle.i, Speed.f)
WaterColor(WaterHandle.i, RGBAColor)
I truly appreciate PureBasic and the Ogre3D implementation!