Verfasst: 16.07.2007 23:31
Und was ist mit Bumpmapping?? Gibts da schon fertige Funktionen oder darf man das selber über Shader machen?
Das deutsche PureBasic-Forum
https://www.purebasic.fr/german/
Irrlicht Website hat geschrieben:Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf),
Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2),
Microsoft DirectX (.X)
Code: Alles auswählen
#IRR_EMT_SOLID = 0 ; Standard solid rendering uses one texture
#IRR_EMT_SOLID_2_LAYER ; 2 blended textures (Not available on OpenGL)
#IRR_EMT_LIGHTMAP ; 2 textures: 0=color 1=lighting level
#IRR_EMT_LIGHTMAP_ADD ; ... As above but adds levels
#IRR_EMT_LIGHTMAP_M2 ; ... As above but multiplies levels by 2
#IRR_EMT_LIGHTMAP_M4
#IRR_EMT_LIGHTMAP_LIGHTING ; ... As above With dynamic lighting
#IRR_EMT_LIGHTMAP_LIGHTING_M2
#IRR_EMT_LIGHTMAP_LIGHTING_M4
#IRR_EMT_DETAIL_MAP ; 2 textures blended one can be scaled
#IRR_EMT_SPHERE_MAP
#IRR_EMT_REFLECTION_2_LAYER
#IRR_EMT_TRANSPARENT_ADD_COLOR
#IRR_EMT_TRANSPARENT_ALPHA_CHANNEL
#IRR_EMT_TRANSPARENT_ALPHA_CHANNEL_REF
#IRR_EMT_TRANSPARENT_VERTEX_ALPHA
#IRR_EMT_TRANSPARENT_REFLECTION_2_LAYER
#IRR_EMT_NORMAL_MAP_SOLID
#IRR_EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR
#IRR_EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
#IRR_EMT_PARALLAX_MAP_SOLID
#IRR_EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
#IRR_EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
#IRR_EMT_FORCE_32BIT = $7FFFFFFF
Whops!real hat geschrieben:Wo finde ich den Quellcode im Paket?Hab irgendwie jedes Verzeichnis durch, aber die Verzeichnisse sourcen und win32 unter PureBasic\Includes\Libraries sind leer...