How to do this in PB vs. VS2010 with DarkGDK.Net

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russellbdavis
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How to do this in PB vs. VS2010 with DarkGDK.Net

Post by russellbdavis »

Public OneBlueLight As DarkGDK.Basic3D.Object3D
Public BlueLights As New List(Of DarkGDK.Basic3D.Object3D)

TempLight = OneBlueLight.Clone
BlueLights.Add(TempLight)

Any ideas?
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Samuel
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by Samuel »

I've never used DarkGDK before. What is it your trying to accomplish? An explanation of the process would help me understand what it is your after.
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by russellbdavis »

I am loading 3d objects representing runway lights for an airport scene.
Those items are DirectX files.
So I need to store the collection of those objects.
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by Bananenfreak »

Err, OGRE only can load .mesh-Files.
Use LoadMesh() and CreateEntity().
Image
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by russellbdavis »

Thanks, but I'm not using OGRE, I'm using the DarkGDK for PB.
In Visual Studio I simply had to define the object(s) type to expect in the list collection.
But, I'm not sure how to do that with a list in PB.
The list needs to understand that the item being added is of type "DarkGDK.Basic3D.Object3D"
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by IdeasVacuum »

I think you need to use a Structured Linked List. Are you using Mistrel's PureGDK (DarkGDK for PureBasic)? That probably has a lot of your requirements pre-solved.
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Re: How to do this in PB vs. VS2010 with DarkGDK.Net

Post by russellbdavis »

I figured it out. I just need an array to store the object IDs.

Yes, I am using Mistrel's DarkGDK. It is super-cool for creating 3d games, and I'm creating one very complex game.

TOWER CAB (www.towercab.com)

For instance, the command dbCreateSprite(x,y,image) wil create a sprite using a loaded image.

So, to store the ID # of the sprite so I can manipulate it, I do something like this:

Redim SpriteIDS(1)
SpriteIDS(1) = dbCreateSprite(100,200,MyImage,#PB_ANY)

Then, SpriteIDS(1) will hold the object ID # so I can then use it to do something like;

dbHideSprite(SpriteIDS(1)) ; which will hide the sprite
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