I'm in charge of the 3D engine
I'll give you a grouped report (just the errors I have in mind, but there are many others)
if you have any question don't hesitate to ask me
=============================== Camera
------ CameraRange:
add "Remark" section: if the fast/near ratio is too high, there will be z-fighting problems
------ CameraX/Y/Z:
mode : #PB_World / #PB_Parent
=============================== entity
------ CreateEntityBody(#entity,type[,mass[,restitution,friction[,axis[,sizex,sizey,sizez]]]])
Axis :
#PB_Vector_X
#PB_Vector_Y
#PB_Vector_Z
#PB_Vector_NegativeX
#PB_Vector_NegativeY
#PB_Vector_NegativeZ
------ EntityX/Y/Z:
mode : #PB_World / #PB_Parent
=============================== Joint
------ GenericJoint:
replace :
- EntityID by EntityID1
- TransformX,Y,Z :The transformation to apply for the first entity.
by
X1,Y1,Z1 : attachment point on the first entity
- TransformX2,Y2,Z2
by
X2,Y2,Z2 : attachment point on the second entity
add "GeneriqueJoint" example
note: I have a bug: the target appears as a vertical line, and you ?
=============================== LightX
------ LightX/Y/Z:
mode : #PB_World / #PB_Parent
=============================== Material
------ SetMaterialColor:
#PB_Material_DiffuseColor:
the color of matter that is diffusely reflected (in all directions). In common speech, this is the color of matter
#PB_Material_SpecularColor:
the color of the material that is reflected specularly (in one direction only (reflection relative to the surface normal)).
Typically, this color should be a gray (black: the material is matte, white: the material is very shiny).
(see MaterialShininess)
see also : add MaterialShininess
------ CreateShader :
remove
it doesn't belong hereTo select one of the predefined shader, use one of the following values as 'ShaderID' (VertexProgram$ and FragmentProgram$ values will be ignored):
#PB_Material_ColorShader
#PB_Material_PerpixelShader
#PB_Material_BumpShader
#PB_Material_SkyShader
#PB_Material_WaterShader
#PB_Material_WaterShaderRTT
#PB_Material_OceanShader
#PB_Material_PointSpriteSphereShader
=============================== Node
------ NodeX/Y/Z:
mode : #PB_World / #PB_Parent
=============================== Particle
------ ParticleEmitterX/Y/Z:
mode : #PB_World / #PB_Parent
replace example by Particle3.pb