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How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 4:13 am
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?
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 5:39 am
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.
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 11:37 am
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.
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 6:37 pm
by Bananenfreak
Err, OGRE only can load .mesh-Files.
Use LoadMesh() and CreateEntity().
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 6:43 pm
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"
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Thu Mar 20, 2014 11:41 pm
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.
Re: How to do this in PB vs. VS2010 with DarkGDK.Net
Posted: Fri Mar 21, 2014 12:52 am
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