Malheureusement, cette texture n’apparaît pas !!
Code : Tout sélectionner
InitEngine3D()
InitKeyboard()
InitSprite()
Window = OpenWindow(#PB_Any,0,0,1024,768,"Cube")
OpenWindowedScreen(WindowID(window),0,0,1024,768)
AmbientColor(RGB(255, 255, 255))
CreateLight(#PB_Any,RGB(255, 255, 255), 0,50,50)
;Creation d'un mesh (ici un cube)
Mesh = CreateMesh(#PB_Any)
MeshVertexPosition(-100, 100, -100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(100, 100, -100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(100, -100, -100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(-100, -100, -100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(-100, 100, 100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(100, 100, 100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(100, -100, 100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshVertexPosition(-100, -100, 100)
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)
MeshFace(0, 2, 3)
MeshFace(0, 1, 2)
MeshFace(1, 6, 2)
MeshFace(1, 5, 6)
MeshFace(4, 6, 5)
MeshFace(4, 7, 6)
MeshFace(0, 7, 4)
MeshFace(0, 3, 7)
MeshFace(0, 5, 1)
MeshFace(0, 4, 5)
MeshFace(2, 7, 3)
MeshFace(2, 6, 7)
FinishMesh(#True)
Texture = CreateTexture(#PB_Any, 512, 512)
StartDrawing(TextureOutput(Texture))
Box(0,0,512,512,RGB(0, 0, 0))
Box(1,1,510,510,RGB(255, 216, 0))
StopDrawing()
Material = CreateMaterial(#PB_Any, TextureID(Texture))
Entity = CreateEntity(#PB_Any, MeshID(Mesh), MaterialID(material))
EntityPhysicBody(Entity, #PB_Entity_StaticBody, 1, 1, 1)
WorldDebug(#PB_World_DebugBody)
Camera = CreateCamera(#PB_Any,0,0,100,100)
CameraBackColor(Camera,RGB(131, 204, 249))
While #True
event = WindowEvent()
If event = #PB_Event_CloseWindow
Break
EndIf
ExamineKeyboard()
If KeyboardPushed(#PB_Key_Escape)
Break
EndIf
If KeyboardPushed(#PB_Key_Left)
y+1
EndIf
If KeyboardPushed(#PB_Key_Right)
y-1
EndIf
If KeyboardPushed(#PB_Key_Up)
x+1
EndIf
If KeyboardPushed(#PB_Key_Down)
x-1
EndIf
RotateEntity(Entity, x,y,z)
MoveCamera(Camera, 500, 500, 100, #PB_Absolute)
CameraLookAt(camera,0,0,0)
RenderWorld()
FlipBuffers()
Wend
Code : Tout sélectionner
MeshVertexNormal(0, 0, 0)
MeshVertexColor($FF0000)
MeshVertexTextureCoordinate(0, 1)