vielen dank an #NULL
unter Windows mit dx scheint es auch gut ohne ClearScreen() zu laufen (opengl malt so oder so irgendwas seltsames.. (ich vermute da sind Koordinaten
vertauscht)
nun habe ich es einfach hinzugefügt da ich ja kein Darstellung Probleme habe sonder ein ende und ein seren Identifikation problem habe...
->das IF bei den examine habe ich nur zu übersiecht drin gehabt
der code lautet nun
leider ist der Fehler damit nicht behoben
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en -> translatet with googel
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Thanks a lot for #NULL
Windows with dx it seems synonymous well without ClearScreen () to run (opengl paint or something strange ..) (I suspect there are coordinates
reversed)
Now I just added it because I have no presentation problems but have a final and a serious identification problem ...
-> The IF in the examine, I had only too insignificant in it
the code is now
Unfortunately, the error is not resolved
code
Code:
CallFunction(OpenLibrary(#PB_Any,"dwmapi.dll"),"DwmEnableComposition",0)
If InitEngine3D( )=0 Or InitSprite() = 0 Or InitKeyboard() = 0 Or InitMouse() = 0
MessageRequester("error", "basis geht nicht", 0)
End
EndIf
Add3DArchive(GetCurrentDirectory()+"daten\text", #PB_3DArchive_FileSystem)
Add3DArchive(GetCurrentDirectory()+"daten\fonts", #PB_3DArchive_FileSystem)
Parse3DScripts()
sree= OpenScreen(1920,1080 , 32, "a" ,#PB_Screen_NoSynchronization)
CreateCamera(0, 0, 0, 100, 100)
MoveCamera(0, 0, 0, 0, #PB_Absolute)
CameraBackColor(0, RGB(55, 0, 0))
KeyX.d=0.0
KeyY.d=0.0
MouseX.d=0.0
MouseY.d=0.0
light = CreateLight(#PB_Any ,RGB(190, 190, 190), 4000, 1200, 1000,#PB_Light_Directional)
SetLightColor(light, #PB_Light_SpecularColor, RGB(255*0.4, 255*0.4,255*0.4))
LightDirection(light ,0.55, -0.3, -0.75)
AmbientColor(RGB(255*0.2, 255*0.2,255*0.2))
SetupTerrains(LightID(Light), 2, #PB_Terrain_NormalMapping)
terrain=CreateTerrain( #PB_Any, 65,160, 10, 1, "TerrainGroup", "dat")
AddTerrainTexture(terrain, 0, 4, "kachel.jpg","kachel.jpg")
map_size=5;
max_update_per_run=1
For x =0 To map_size
For y=0 To map_size
DefineTerrainTile(terrain, x, y, "", 0,0)
Next
Next
Dim map_array(map_size,map_size,2)
For x =0 To map_size
For y=0 To map_size
map_array(x,y,0)=Random(10,0);
map_array(x,y,1)=Random(10,0);
Next
Next
BuildTerrain(terrain)
d3_text=CreateText3D(#PB_Any, "FPS:"+StrF(Engine3DStatus(#PB_Engine3D_CurrentFPS ),0))
Repeat
hoehe=2
FreeText3D(d3_text)
d3_text =CreateText3D(#PB_Any, "FPS:"+StrF(Engine3DStatus(#PB_Engine3D_CurrentFPS ),0))
Text3DColor(d3_text, RGBA(255, 0, 0, 255))
Text3DAlignment(d3_text, #PB_Text3D_HorizontallyCentered)
ScaleText3D(d3_text, 0.5, 0.5, 0.5)
MoveText3D(d3_text,CameraX(0), CameraY(0) , CameraZ(0)+hoehe, #PB_Absolute)
counter=0
For x =0 To map_size
For y=0 To map_size
If max_update_per_run>counter And map_array(x,y,0)<>map_array(x,y,1)
SetTerrainTileHeightAtPoint(terrain, y,x, 0,0, map_array(x,y,1))
map_array(x,y,0)=map_array(x,y,1)
counter=counter+1
EndIf
Next
Next
ExamineKeyboard()
If KeyboardPushed(#PB_Key_A)
KeyX = -0.05
ElseIf KeyboardPushed(#PB_Key_D)
KeyX = 0.05
Else
KeyX = 0.0
EndIf
If KeyboardPushed(#PB_Key_W)
KeyY = -0.05
ElseIf KeyboardPushed(#PB_Key_S)
KeyY = 0.05
Else
KeyY = 0
EndIf
ExamineMouse()
MouseX = -MouseDeltaX() * 1 * 0.05
MouseY = -MouseDeltaY() * 1 * 0.05
MoveCamera(0, CameraX(0), TerrainHeight(0, CameraX(0), CameraZ(0)) + 2, CameraZ(0), #PB_Absolute)
MoveCamera (0, KeyX, 0, KeyY)
RotateCamera(0, MouseY, MouseX, 0, #PB_Relative)
If KeyboardPushed(#PB_Key_Escape)
Quit = 1
EndIf
UpdateTerrain(terrain)
RenderWorld()
FlipBuffers()
ClearScreen(RGB(0,0,0))
Until Quit = 1
[edit 1 code hinzugefügt]