Dreamotion3d (and PhysX) continuation...
Ref: http://www.purebasic.fr/english/viewtop ... c&start=45
Someone came over to the above thread and believes that it's easy to use this engine to create sprite3Ds, with color and all that fun stuff.
Since the instructions are in french ...
Is it possible for someone to create a simple (2 layer, for sample) colored tiling example with this engine?
If it is able to tile a whole screen with multiple layers and not go below 30fps, it might be a contender to the other DX9 system.
Someone came over to the above thread and believes that it's easy to use this engine to create sprite3Ds, with color and all that fun stuff.
Since the instructions are in french ...
Is it possible for someone to create a simple (2 layer, for sample) colored tiling example with this engine?
If it is able to tile a whole screen with multiple layers and not go below 30fps, it might be a contender to the other DX9 system.
A little code with 64 Tiles (2 Texture/Tile 256x256):
http://www.dreamotion3d.com/PureBasic/Tiles.zip

PS:And do not be too impatient, English Doc. arrives soon…
http://www.dreamotion3d.com/PureBasic/Tiles.zip

PS:And do not be too impatient, English Doc. arrives soon…
Ah ha! thank you very much for your help. Thanks for the example and the news on the english portion
Unfortunately, it doesnt seem like a replacement for sprite3d at all. Way to complicated to do a simple loading of sprite and especially placing and rendering.
Hrm. I guess once I get an interest in creating a 3D product, this would be the way to go. But for 2d, this wouldnt work
Thanks for the help

Hrm. I guess once I get an interest in creating a 3D product, this would be the way to go. But for 2d, this wouldnt work

Thanks for the help

Actually, according to the sample its the following:
Not simple at all with all those magic numbers in there.
:roll:
And don't forget about the weird location numbers, instead of 0 - width or 0 to height, now we have negatives, oh wonderful!
Code: Select all
*brush = DM_GetBrush(*tile(num) )
DM_BrushAddTextureStage(*brush, 1, #D3DTSS_COLOROP, #D3DTOP_BLENDTEXTUREALPHA )
DM_BrushRestoreTextureStage(*brush, 1, #D3DTSS_COLOROP, #D3DTOP_MODULATE )
*texture = DM_GetTexture(*brush, 1)
DM_LoadTexture(*texture, "road.bmp")
DM_PositionEntity(*tile(num), i*21-40, j*21-20, 0)
:roll:
And don't forget about the weird location numbers, instead of 0 - width or 0 to height, now we have negatives, oh wonderful!
Code: Select all
DM_MoveEntity(*camera, 0,20,-150.0)
Finally getting more to the details .. and twitches i needed with this... hmm looks promising !
Shannara if you liek it simple stick to sprite 3d or use Supersprite 3d =P
Thalius
Shannara if you liek it simple stick to sprite 3d or use Supersprite 3d =P
Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!

With U/V i find the position 'Pick' to X and Y coord's and with DM_PickedDistance i find Z coord's?tmyke wrote:U/V is Barycentric hit coordinates (not texture coordinate), compared to the selected Face the Entity.
With this parameters, you can find the position Pick in the Entity.
Ex:
Code: Select all
If DM_CameraPick(Camera, X, Y)
PX = DM_PickedU()
PY = DM_PickedV()
PZ = DM_PickedDistance()
DM_PositionEntity(Decal, PX, PY, PZ)
EndIf
Sorry, I have'nt understood this offertmyke wrote: But if you want, I would try to construct a dedicate instruction...

PureBasic forever!
This part of the example is not to render a sprite, but to modify the 3D terrain to add a road. Camera and all the others things are for 3D, not necessary to use 2D.Shannara wrote:Actually, according to the sample its the following:
Not simple at all with all those magic numbers in there.Code: Select all
*brush = DM_GetBrush(*tile(num) ) DM_BrushAddTextureStage(*brush, 1, #D3DTSS_COLOROP, #D3DTOP_BLENDTEXTUREALPHA ) DM_BrushRestoreTextureStage(*brush, 1, #D3DTSS_COLOROP, #D3DTOP_MODULATE ) *texture = DM_GetTexture(*brush, 1) DM_LoadTexture(*texture, "road.bmp") DM_PositionEntity(*tile(num), i*21-40, j*21-20, 0)
:roll:
And don't forget about the weird location numbers, instead of 0 - width or 0 to height, now we have negatives, oh wonderful!
Code: Select all
DM_MoveEntity(*camera, 0,20,-150.0)
very small demos (using deled)
http://perso.wanadoo.fr/comtois/sources/WaterWorld.zip
http://perso.wanadoo.fr/comtois/sources/SacredPlace.zip
You need the latest lib
http://www.dreamotion3d.com/PureBasic/PhysXPB.zip
http://www.dreamotion3d.com/PureBasic/modulePB.zip
Thank tmyke for your help.
http://perso.wanadoo.fr/comtois/sources/WaterWorld.zip
http://perso.wanadoo.fr/comtois/sources/SacredPlace.zip
You need the latest lib
http://www.dreamotion3d.com/PureBasic/PhysXPB.zip
http://www.dreamotion3d.com/PureBasic/modulePB.zip
Thank tmyke for your help.
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
Could you maybe post some screenshots if it's worth, I'm a Mac/Linux User ^^
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