Particles:
Since we got LightLookAt(), EntityLookAt(), NodeLookAt(), CameraLookAt() - why not:
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ParticleEmitterLookAt(EmitterID, posX.f, posY.f, posZ.f)
Automatically calculate and change the particleEmitterdirection() towards the defined point in 3D space.
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NodeDirection(Node.i, x.f, y.f, z.f)
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EntityDirection(EntityID, x.f, y.f, z.f
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*Done*
Torusmesh = CreateTorus(#pb_any, InnerRadius.f, OuterRadius.f, NumOfSegments.i)
*not done*
RectangleMesh = CreateRectangle(#pb_any, WidthSegmentNum.i, HeightSegmentNum.i, LengthSegmentNum.i) ;Would look much nicer than always having to scale a cube.
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ResultMesh = CompoundMesh(#PB_Any, MeshID1.i, MeshID2.i)
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Text3DMaterial(Text3DID, MaterialID(Material)) ;Add a material to 3D text.
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RotateText3D(Text3DID.i, DirectionX.f, DirectionY.f, DirectionZ.f)
Hide/Show a camera
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CameraDisplayChange(CameraID.i, percentX.i, percentY.i, percentWidth.i, percentHeight.i)
HideCamera(CameraID.i, #True/#False)
Water limited area - just like a plane but with the same options as Createwater.
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Res = CreateWaterPlane(#MeshID, TileSizeX, TileSizeZ, TileCountX, TileCountZ, TextureRepeatCountX, TextureRepeatCountZ, Transparency, Flags)
+
SetWaterAttribute(#MeshID, WaterAttribute, NewValue) ; waveHeight, foam, details...etc...
+
ScaleWater(#MeshID, x.f, y.f, z.f)
Particle Emitter types:
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’Cylinder’, ’Ellipsoid’, ’HollowEllipsoid’ and ’Ring’
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ParticlesLiniarForce(id.i, x.f, y.f, z.f)
Affector:
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ParticlesScale(id.i, ScalefactorOverTime.f)
http://www.ogre3d.org/docs/manual/manua ... re-Sources
An Ogre3D upgrade would be very nice.
Best regards