Alle Rückgabewerte überprüfen, wie DrShrek bereits sagte, und gegebenenfals EnableExplicit verwenden. Du solltest in deinem Debug Fenster keine 0 sehen. Weiter kann ich nicht testen, da keine dll und auch kein 3d-archiv.
Code:
EnableExplicit
Define sree, KeyX.d, KeyY.d, MouseX.d, MouseY.d, light, terrain, map_size, max_update_per_run, x, y, d3_text
Debug 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
Debug Add3DArchive(GetCurrentDirectory()+"daten\text", #PB_3DArchive_FileSystem)
Debug Add3DArchive(GetCurrentDirectory()+"daten\fonts", #PB_3DArchive_FileSystem)
Parse3DScripts()
sree= OpenScreen(1920,1080 , 32, "a" ,#PB_Screen_NoSynchronization)
Debug sree
Debug 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)
Debug light
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")
Debug terrain
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))
Debug d3_text
CloseScreen()
End
; 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
; If 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
; EndIf
; If ExamineMouse()
; MouseX = -MouseDeltaX() * 1 * 0.05
; MouseY = -MouseDeltaY() * 1 * 0.05
; EndIf
; 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()
; Until Quit = 1