MP3D Engine Alpha 33
Re: MP3D Engine Alpha 30
I miss some 2Dphysics examples. Right?
Belive! C++ version of Puzzle of Mystralia
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
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Re: MP3D Engine Alpha 30
Hi,
there a 11 Demos in the MP3D Demos\2DPhysik folder. How many do you have?
Greetings Mchael
there a 11 Demos in the MP3D Demos\2DPhysik folder. How many do you have?
Greetings Mchael
Working on - MP3D Library - PB 5.73 version ready for download
Re: MP3D Engine Alpha 30
Yes right. Maybe I used an earlier local version which hasnot the examples.
Belive! C++ version of Puzzle of Mystralia
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
- [blendman]
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Re: MP3D Engine Alpha 30
Thanks for your answers 
I think there is some bug with transparency, you can see here :

the code :
A simple test with this sprite :

The result :

The code :
I don't understand why MP_SpriteSetZ() is limited to 0-10 ?
Why this function has not a variable type .w (limited from : -32768 to +32767) for example
?
it could be great to use it as a Z-depth/ordering if we do :
But, I think we need to sort the sprite by the Y axis, for each sprite, because, some monsters can use the same sprite, and the MP_SpriteSetZ(Sprite , Z) set the Z for a Sprite, event if it is used by many "objects".
I work on two 2Diso games (3arks and Arkeos : http://vimeo.com/29874494).
I need to "sort" a lot of sprites each frame, thanks to the Y. It's ok with the purebasic engine (sprite/sprite3D), but with MP3D, I don't know how I can do that.
is there a technic to sort the sprite
?
.
purebasic\Examples\3D\camera.pb
Shadow projection (realised with the sprite3D purebasic engine) :
http://vimeo.com/32071358
Normal map illumination (like in 3D, but with sprite) :
http://www.youtube.com/watch?v=ut0SqBeA ... re=related
2D :
- alpha chanel for png with no bug
- possibility to sort and draw the sprite as we need
3D :
- there's a little bug with transparency of object/texture
Your engine is really interesting and it's a very great engine

But how to use a simple alpha chanel (png with alpha chanel)?* what exactly do you mean? in normal case the black color is transparent and you can change the transparence color. If you need you can use the sprite blendmode, see example MP_SpriteBlendMode.pb
I think there is some bug with transparency, you can see here :

the code :
Code: Select all
MP_Graphics3D (640,480,0,3)
UsePNGImageDecoder()
Sprite = MP_CatchSprite(?MyData, ?EndOfMyData - ?MyData)
Sprite2 = MP_CatchSprite(?MyData, ?EndOfMyData - ?MyData)
ground = MP_CatchSprite(?MyGround, ?EndOfMyGround - ?MyGround)
part = MP_CatchSprite(?MyGround2, ?EndOfMyGround2 - ?MyGround2)
MP_SpriteSetZ(ground , 10)
MP_SpriteSetZ(Sprite , 50)
MP_SpriteSetCenterY(Sprite, 100)
MP_SpriteSetCenterY(Sprite2, 100)
;MP_TransparentSpriteColor(Sprite, RGB(255,0,255))
;MP_TransparentSpriteColor(Sprite2, RGB(255,0,255))
angle.f=0
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
MP_AmbientSetLight (RGB(0,50,128))
;{ drawsprite
MP_DrawTiledSprite(ground, 0,0)
;MP_DrawSprite(Sprite, 0, 25)
MP_DrawSprite(part, 150, 150,Abs(Cos(angle)*100))
MP_DrawSprite(Sprite, 300, 250, Abs(Cos(angle)*100))
MP_DrawSprite(Sprite2, x, y)
;}
;{ event keyboard and depth
angle+0.02
If MP_keyDown(#PB_Key_Right) : x+1 : EndIf
If MP_keyDown(#PB_Key_Left) : x-1 : EndIf
If MP_keyDown(#PB_Key_Up) : y-1 : EndIf
If MP_keyDown(#PB_Key_Down) : y+1 : EndIf
MP_SpriteSetZ(Sprite2 , y)
;}
;MP_drawtext(10,10,Str(y))
MP_RenderWorld()
MP_Flip ()
Wend
DataSection
;MyData : IncludeBinary #PB_Compiler_Home + "Examples\Sources\Data\Geebee2.bmp" : EndOfMyData :
MyData : IncludeBinary "sprite.png" : EndOfMyData :
MyGround : IncludeBinary #PB_Compiler_Home + "Examples\Sources\Data\Background.bmp" : EndofMyGround :
MyGround2 : IncludeBinary "particle1.png" : EndofMyGround2 :
EndDataSection

The result :

The code :
Code: Select all
MP_Graphics3D (640,480,0,3)
Sprite = MP_CatchSprite(?MyData, ?EndOfMyData - ?MyData)
ground = MP_CatchSprite(?MyGround, ?EndOfMyGround - ?MyGround)
MP_SpriteSetZ(ground , 10)
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow; Esc abfrage oder Windows Schliessen
MP_AmbientSetLight (RGB(0,50,128))
; Draw our sprite
MP_DrawTiledSprite(ground, 0,0)
MP_DrawSprite(Sprite, 0, 25)
MP_DrawSprite(Sprite, x+100, 100, x)
x+1
If x = 300
x=0
EndIf
MP_RenderWorld() ; Erstelle die Welt
MP_Flip () ; Stelle Sie dar
Wend
DataSection
MyData: IncludeBinary "test.png": EndOfMyData:
MyGround : IncludeBinary #PB_Compiler_Home + "Examples\Sources\Data\Background.bmp" : EndofMyGround :
EndDataSection
ah ok. But how can we sort the sprite by Y, to do a Y-ordering ?if you change the order of
Sprite = MP_LoadSprite("donut.bmp")
Background = MP_LoadSprite("raupe40_60.bmp")
the background will be on the background and not in front. If you want you can use the MP_SpriteSetZ(Sprite , z) command to change this
I don't understand why MP_SpriteSetZ() is limited to 0-10 ?
Why this function has not a variable type .w (limited from : -32768 to +32767) for example

it could be great to use it as a Z-depth/ordering if we do :
Code: Select all
MP_SpriteSetZ(Sprite , y)
I work on two 2Diso games (3arks and Arkeos : http://vimeo.com/29874494).
I need to "sort" a lot of sprites each frame, thanks to the Y. It's ok with the purebasic engine (sprite/sprite3D), but with MP3D, I don't know how I can do that.
is there a technic to sort the sprite

Thank you, here is a little example, based on MP_bloomEffect.pb- About the post processing (bloom, emboss) : can we have the bloom not on a GUi for example ?
* Please make me a little example. I will test it and find a solution
Code: Select all
shaderFX.s = PeekS(?Shader,?ShaderEnd-?Shader)
MP_Graphics3D (640,480,0,3)
SetWindowTitle(0, "Bloom & UI")
MP_VSync(0)
camera=MP_CreateCamera()
light=MP_CreateLight(1)
Mesh=MP_CreateTeapot()
MP_PositionEntity (Mesh,0,0,3)
;Texture = MP_CreateTexture(640,480)
;Texture2 = MP_CreateTexture(640,480)
Texture = MP_CreateBackBufferTexture()
Texture2 = MP_CreateBackBufferTexture()
MyShader = MP_CreateMyShader(shaderFX)
MyUi = MP_catchSprite(?Ui, ?UiEnd -?Ui)
ok.a =1
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
MP_TurnEntity (Mesh,0.1,0.1,0.1) ; dreh den Würfel
MP_RenderWorld() ; Erstelle die Welt
;{ Bloom
If ok = 1
MP_BackBufferToTexture (Texture)
MP_BackBufferToTexture (Texture2)
MP_SetTechniqueMyShader (MyShader,"DownScale")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"DownScale")
MP_ShaderSetTexture (MyShader,"TextureA",Texture2)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"GaussianBlurH")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"GaussianBlurV")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"Bloom")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_ShaderSetTexture (MyShader,"TextureB",Texture2)
MP_UseBackbufferShader(Texture, MyShader)
MP_TextureToBackBuffer (Texture)
EndIf
;} Bloom
If MP_keyhit(#PB_Key_Space) ; to Activate the bloom or not
ok = 1-ok
EndIf
; For example, I would like the text and the logo not "bloomed" ;)
MP_DrawSprite(MyUi,200,350)
MP_DrawText (1,1,"FPS = "+Str(MP_FPS()))
MP_Flip ()
Wend
DataSection
Shader: IncludeBinary "bloom.fx" : ShaderEnd:
Ui : IncludeBinary "../Epyxshader/power2.png" : UiEnd :
EndDataSection
Thanks, I will tried that soon* You can create a texture and color it. All Sprites have textures and if you change the texture you change the texture of the sprite too. use the command MP_SpriteFromTexture(Texture) for this.

of course, :- can we have an orthographic camera (to create a 3D isometric camera) ?
* i don't know, is the camera a normal one or not? Do you habe a example for this?
purebasic\Examples\3D\camera.pb
Code: Select all
CameraProjectionMode(0,#PB_Camera_Orthographic)
In fact, I'm looking for this function :- is there a way to project shadow with sprite, or to use normal mapping to illuminate the sprite ?
* You want to make shadow with sprite? or Iluminate it? I think this can be done with the MP_SpriteBlendMode
Shadow projection (realised with the sprite3D purebasic engine) :
http://vimeo.com/32071358
Normal map illumination (like in 3D, but with sprite) :
http://www.youtube.com/watch?v=ut0SqBeA ... re=related
I think that MP3D could be use in a commercial game easily for 3D, and 2D, but with a few little features like :About the licence, can we use your engine in a commercial game ? Or is it a particular licence to use it ?
* the lib is for free, but please make a info that you use the MP3D in the intro
* i love donation but i am realist
2D :
- alpha chanel for png with no bug
- possibility to sort and draw the sprite as we need
3D :
- there's a little bug with transparency of object/texture
Your engine is really interesting and it's a very great engine

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Re: MP3D Engine Alpha 30
Hi blendman,
i dont have forgotten your questions, but i need time to understand your problems and find a solution. In the mp3 3d engine i use dx9 sprites and they are different to pb sprites, because i think pb has Billboards (flat meshs) and not sprites. So the alpha transparency is different to use. The problem with the "trancparence bug" could be a order problem of the both sprites. if you change the order of sprite and background the picture is different. You can change the order also with a command MP_ListSwapElements(9, sprite , background). I will make some more tests with alpha transparency an sprite, perhaps i find a better solution or a new function for a future version of mp3d
MP_SpriteSetZ() is limited to 0-10 ?, yes use a trick and patch the z-order position with fixed values, i cant calculate for now but i work on it.
I think you main question is to make light on the human position and make shadow on the animal position. I think you dont need alpha sprites for that, you can use the MP_SpriteBlendMode command for that. Can you send me the (anim) sprite of the human and the animal please (as pm) ? i will make a little demo with light and shadow without alpha sprites...
post processing and gui = you need only MP_RenderSprite() for the sprite and MP_RenderText() for the fps
MP_RenderSprite()
MP_RenderText()
i will have a look on Camera_Orthographic on weekend, i have family and time is short
P.S. Antialising 2x and 4x is integrated and works fine now, was a good idea...
Greetings Michael
i dont have forgotten your questions, but i need time to understand your problems and find a solution. In the mp3 3d engine i use dx9 sprites and they are different to pb sprites, because i think pb has Billboards (flat meshs) and not sprites. So the alpha transparency is different to use. The problem with the "trancparence bug" could be a order problem of the both sprites. if you change the order of sprite and background the picture is different. You can change the order also with a command MP_ListSwapElements(9, sprite , background). I will make some more tests with alpha transparency an sprite, perhaps i find a better solution or a new function for a future version of mp3d
MP_SpriteSetZ() is limited to 0-10 ?, yes use a trick and patch the z-order position with fixed values, i cant calculate for now but i work on it.
I think you main question is to make light on the human position and make shadow on the animal position. I think you dont need alpha sprites for that, you can use the MP_SpriteBlendMode command for that. Can you send me the (anim) sprite of the human and the animal please (as pm) ? i will make a little demo with light and shadow without alpha sprites...
post processing and gui = you need only MP_RenderSprite() for the sprite and MP_RenderText() for the fps
MP_RenderSprite()
MP_RenderText()
Code: Select all
shaderFX.s = PeekS(?Shader,?ShaderEnd-?Shader)
MP_Graphics3D (640,480,0,3)
SetWindowTitle(0, "Bloom & UI")
MP_VSync(0)
camera=MP_CreateCamera()
light=MP_CreateLight(1)
Mesh=MP_CreateTeapot()
MP_PositionEntity (Mesh,0,0,3)
;Texture = MP_CreateTexture(640,480)
;Texture2 = MP_CreateTexture(640,480)
Texture = MP_CreateBackBufferTexture()
Texture2 = MP_CreateBackBufferTexture()
MyShader = MP_CreateMyShader(shaderFX)
MyUi = MP_catchSprite(?Ui, ?UiEnd -?Ui)
ok.a =1
While Not MP_KeyDown(#PB_Key_Escape) And Not WindowEvent() = #PB_Event_CloseWindow
MP_TurnEntity (Mesh,0.1,0.1,0.1) ; dreh den Würfel
MP_RenderWorld() ; Erstelle die Welt
;{ Bloom
If ok = 1
MP_BackBufferToTexture (Texture)
MP_BackBufferToTexture (Texture2)
MP_SetTechniqueMyShader (MyShader,"DownScale")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"DownScale")
MP_ShaderSetTexture (MyShader,"TextureA",Texture2)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"GaussianBlurH")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"GaussianBlurV")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_UseBackbufferShader(Texture, MyShader)
MP_SetTechniqueMyShader (MyShader,"Bloom")
MP_ShaderSetTexture (MyShader,"TextureA",Texture)
MP_ShaderSetTexture (MyShader,"TextureB",Texture2)
MP_UseBackbufferShader(Texture, MyShader)
MP_TextureToBackBuffer (Texture)
EndIf
;} Bloom
If MP_keyhit(#PB_Key_Space) ; to Activate the bloom or not
ok = 1-ok
EndIf
; For example, I would like the text and the logo not "bloomed" ;)
MP_DrawSprite(MyUi,200,350)
MP_DrawText (1,1,"FPS = "+Str(MP_FPS()))
MP_RenderSprite()
MP_RenderText()
MP_Flip ()
Wend
DataSection
Shader: IncludeBinary "bloom.fx" : ShaderEnd:
Ui : IncludeBinary "../Epyxshader/power2.png" : UiEnd :
EndDataSection
P.S. Antialising 2x and 4x is integrated and works fine now, was a good idea...
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
- [blendman]
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Re: MP3D Engine Alpha 30
Thanks for your answer 
. I think it's very important, to use your engine for 2D game
. And your engine is so great, that it could be excellent to use the alpha transparency for the sprite
. I have tried your solution, but I have somes bugs with transparency alpha and png, even if I change their position, or MP_ListSwapElements().

I can send to you some sprite (the character). But in fact, I'm looking about a technic like "normal map lighting", like your exemple with normal map shader, but with sprite
.
I don't know if it's possible.
.
.
Thank you for your answers , and keep up your very great work
!

ok, thank youmpz wrote:i dont have forgotten your questions, but i need time to understand your problems and find a solution. In the mp3 3d engine i use dx9 sprites and they are different to pb sprites, because i think pb has Billboards (flat meshs) and not sprites. So the alpha transparency is different to use. The problem with the "trancparence bug" could be a order problem of the both sprites. if you change the order of sprite and background the picture is different. You can change the order also with a command MP_ListSwapElements(9, sprite , background). I will make some more tests with alpha transparency an sprite, perhaps i find a better solution or a new function for a future version of mp3d



ok. And can we "sort" the sprites, by their Y position (like with SortStructuredList()), and draw they by the Y ?MP_SpriteSetZ() is limited to 0-10 ?, yes use a trick and patch the z-order position with fixed values, i cant calculate for now but i work on it.
heu, what human and what animal ?I think you main question is to make light on the human position and make shadow on the animal position. I think you dont need alpha sprites for that, you can use the MP_SpriteBlendMode command for that. Can you send me the (anim) sprite of the human and the animal please (as pm) ? i will make a little demo with light and shadow without alpha sprites...

I can send to you some sprite (the character). But in fact, I'm looking about a technic like "normal map lighting", like your exemple with normal map shader, but with sprite

I don't know if it's possible.
Thank you very much, it's great !post processing and gui = you need only MP_RenderSprite() for the sprite and MP_RenderText() for the fps
MP_RenderSprite()
MP_RenderText()
I totaly understand, I have a family too, and the family is more important than the codei will have a look on Camera_Orthographic on weekend, i have family and time is short

it's a really great newsP.S. Antialising 2x and 4x is integrated and works fine now, was a good idea...

Thank you for your answers , and keep up your very great work

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Re: MP3D Engine Alpha 30
Hi Blendman,
if you send me some sprites with background and charakter i will check it and will make a demo. Perhaps i have new ideas and will finde something special...
Greetings Michael
if you send me some sprites with background and charakter i will check it and will make a demo. Perhaps i have new ideas and will finde something special...
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
- [blendman]
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Re: MP3D Engine Alpha 30
ok, I have send you a message with some sprites 
Thanks

Thanks
Re: MP3D Engine Alpha 30
Rubik' Cube again!!
just installing final 4.60 right now, then re-copying the MP3D files , then trying to compile, I got:
POLINK : fatal error : access is denied
what's the problem??
just installing final 4.60 right now, then re-copying the MP3D files , then trying to compile, I got:
POLINK : fatal error : access is denied
what's the problem??
PureBasic: Surprisingly simple, diabolically powerful
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Re: MP3D Engine Alpha 30
Hi,
i have tested the Rubik' Cube with the last release 4.60 and it works fine. Perhaps you must install mp3d with the installer or check if the PureLibraries\Windows\Library file are copied too. Is it the only not working demo file or have you other not working files too?
In most case the "POLINK : fatal error : access is denied is" is a library problem. If this is not working install the Purebasic 4.60 in a new folder, install MP3d there and check it there again.
i hope this help
Greetings Michael
i have tested the Rubik' Cube with the last release 4.60 and it works fine. Perhaps you must install mp3d with the installer or check if the PureLibraries\Windows\Library file are copied too. Is it the only not working demo file or have you other not working files too?
In most case the "POLINK : fatal error : access is denied is" is a library problem. If this is not working install the Purebasic 4.60 in a new folder, install MP3d there and check it there again.
i hope this help
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
- Didelphodon
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Re: MP3D Engine Alpha 30
Seems as BumpMaps and Shadows aren't cooperating.
When I use both, shadows win in terms of no more BumpMaps.
I guess that's not as it was supposed to be?
Further questions:
* Is it possible to enable Antialiasing, Anisotropic filtering, etc.?
* Is it possible to restrict shadows to specific objects?
* Is it possible to provide a low-poly-version of a mesh for shadows?
* How are Skyboxes done? At least I found a rendering-command but I dunno how to configure any skybox.
I just recently took my first look at MP3D and I find it pretty cool.
As it's rather easy to use I hope it will grow in its capabilities to beat the engines I've spent my money on so far. It's actually possible.
Keep up the good work!
Cheers, Didel.
When I use both, shadows win in terms of no more BumpMaps.
I guess that's not as it was supposed to be?
Further questions:
* Is it possible to enable Antialiasing, Anisotropic filtering, etc.?
* Is it possible to restrict shadows to specific objects?
* Is it possible to provide a low-poly-version of a mesh for shadows?
* How are Skyboxes done? At least I found a rendering-command but I dunno how to configure any skybox.
I just recently took my first look at MP3D and I find it pretty cool.
As it's rather easy to use I hope it will grow in its capabilities to beat the engines I've spent my money on so far. It's actually possible.
Keep up the good work!
Cheers, Didel.
Go, tell it on the mountains.
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Re: MP3D Engine Alpha 30
Hi Didelphodon,
thanks for the feedback, here comes some answers
BumpMaps and Shadows aren't cooperating
* Yes these are different rendering kinds. I think about a different kind of rendering methodes(i mean shader rendering)and then it will be possible to make both at the same time.
Is it possible to enable Antialiasing, Anisotropic filtering, etc.?
* Antialiasing is in the next version integrated. I dont habe infromationa about dx9 Anisotropic filtering, if i find something i can integrade it too
Is it possible to restrict shadows to specific objects?
* now for now, but this is possible for the next version.
* Is it possible to provide a low-poly-version of a mesh for shadows?
the function to create a low-poly-version of a mesh is integrated. But you need all times two versions of a mesh if you use this in shadows. I think about this but it is nothing for the next version.
How are Skyboxes done? At least I found a rendering-command but I dunno how to configure any skybox.
* yes, the documentaion is bad. I make the documetation alone and have more fun to make the lib (and have no fun to make the documetation). you find an example of the Skybox in the MP_terrain.pb demo and you need 6 grafic for all sides of the cube
I hope these answers helps..
Greetings Michael
thanks for the feedback, here comes some answers
BumpMaps and Shadows aren't cooperating
* Yes these are different rendering kinds. I think about a different kind of rendering methodes(i mean shader rendering)and then it will be possible to make both at the same time.
Is it possible to enable Antialiasing, Anisotropic filtering, etc.?
* Antialiasing is in the next version integrated. I dont habe infromationa about dx9 Anisotropic filtering, if i find something i can integrade it too
Is it possible to restrict shadows to specific objects?
* now for now, but this is possible for the next version.
* Is it possible to provide a low-poly-version of a mesh for shadows?
the function to create a low-poly-version of a mesh is integrated. But you need all times two versions of a mesh if you use this in shadows. I think about this but it is nothing for the next version.
How are Skyboxes done? At least I found a rendering-command but I dunno how to configure any skybox.
* yes, the documentaion is bad. I make the documetation alone and have more fun to make the lib (and have no fun to make the documetation). you find an example of the Skybox in the MP_terrain.pb demo and you need 6 grafic for all sides of the cube
I hope these answers helps..
Greetings Michael
Working on - MP3D Library - PB 5.73 version ready for download
- Didelphodon
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Re: MP3D Engine Alpha 30
Thx for your detailed answers. They helped a lot.
Cheers, Didel.
Cheers, Didel.
Go, tell it on the mountains.
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Re: MP3D Engine Alpha 30
Any chance of an alternative download link, as file-upload not working properly, firefox tells me that the download is complete and the file size is only 2.4mb and the zip is corrupted. I seem to get a lot of problems with file-upload corrupting a lot of the downloads for some reason, probably getting bumped because too many people using it.
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- electrochrisso
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Re: MP3D Engine Alpha 30
Yes file-upload does have a download time limit of 30 min, then boots, so not good for people on low speed network and the download is large, I think that might be some kind of discrimination.
I will try a download manager and see if file-upload allows resuming of broken download, it will be the only way for me to test out your engine.
I will try a download manager and see if file-upload allows resuming of broken download, it will be the only way for me to test out your engine.
PureBasic! Purely the best 
