michael
Senior Member
member is offline


Posts: 335
|
 |
Renderer Interface October 8 ??? HA ! I found it
« Thread started on: Oct 9th, 2017, 11:48pm » |
|
SOLUTION: Quote:Note that the number of objects (5th parameter) is 2, but all other arrays are 0-based |
|
********************************V- look bellow the V.. 2 says there are 2 objects.. I have more PROC_render(d%, &FF7F7F7F, 0, l%(), 2, m%(), t%(), b%(), n%(), f%(), s%(), y(), p(), r(), X(), Y(), Z(), e(), a(), PI/4, 5/4, 1, 1000,0) :REM experimental
I placed the code bellow all of this in case that's all you will need to figure this out. ....
You will have to download the files to try this out:
https://1drv.ms/f/s!AmYwmTjbmULXlwbfDh4TdArg3LXZ
The program you need to look at is :
RENDERER INTERFACE October 8.bbc
The problem is:
I cant seem to add the Blackdot image on its 3D layer. Perhaps I am doing something wrong?
All the other constructs were made. Of course the first idea was to make an odometer with 0-9 and so I could make a scrolling counter of any size.
Code: IF INKEY$(-256)="W" INSTALL @lib$+"D3DLIBA" ELSE INSTALL @lib$+"OGLLIB"
PROCcreate3d
e%=0:d%=0
MODE 8
DIM l%(0), b%(3), n%(3), f%(3), s%(3), m%(3), t%(3), y(3), p(3), r(3), X(3), Y(3), Z(3), e(2), a(2)
ON CLOSE PROCcleanup:QUIT
ON ERROR PROCcleanup:PRINT REPORT$:END
IF INKEY$(-256)="W" d% = FN_initd3d(@hwnd%, 1, 0) ELSE d% = FN_initgl(@hwnd%, 1, 0)
IF d% = 0 ERROR 100, "Can't initialise Direct3D"
b%(0) = FN_load3d(d%, @dir$+"button.FVF", n%(0), f%(0), s%(0))
IF b%(0) = 0 ERROR 100, "Can't load button.FVF"
t%(0) = FN_loadtexture(d%, @dir$+"interface.jpg"):REM
IF t%(0) = 0 ERROR 100, "Can't load texture"
b%(1) = FN_load3d(d%,@dir$+"tinybutton.FVF",n%(1), f%(1), s%(1))
IF b%(1) = 0 ERROR 100, "Can't load button.FVF"
t%(1) = FN_loadtexture(d%,@dir$+"GreenPointer.jpg"):REM Triangle number pointer **
IF t%(1) = 0 ERROR 100, "Can't load texture"
b%(2) = FN_load3d(d%,@dir$+"tinybutton.FVF",n%(2), f%(2), s%(2))
IF b%(2) = 0 ERROR 100, "Can't load button.FVF"
t%(2) = FN_loadtexture(d%,@dir$+"Blackdot.jpg")
IF t%(2) = 0 ERROR 100, "Can't load texture"
b%(3) = FN_load3d(d%,@dir$+"tinybutton.FVF",n%(3), f%(3), s%(3))
IF b%(3) = 0 ERROR 100, "Can't load button.FVF"
t%(3) = FN_loadtexture(d%,@dir$+"Blackdot.jpg")
IF t%(3) = 0 ERROR 100, "Can't load texture"
REM b%(4) = FN_load3d(d%,@dir$+"button.FVF",n%(4), f%(4), s%(4)):REM 2
REM IF b%(4) = 0 ERROR 100, "Can't load button.FVF"
REM t%(4) = FN_loadtexture(d%,@dir$+"2.jpg")
REM IF t%(4) = 0 ERROR 100, "Can't load texture"
e() = 0, 0, -6
a() = 0, 0, 0
REM l%()=1 :You aren't using any lighting, so don't need this.
REPEAT
y() =0:REM yaw (rotations around the Y axis)
REM Z() depth
REM Z(0) = -5: Y(0)=-0.7 :X(0)=-0.9
Z(0) = -4.6:Y(0)=-0.6:X(0)=-.8
REM Given this is constant, you don't need to have it inside the loop.
REM You could achieve the same end with one object by changing the eye position Z coordinate.
REM Better to use the Z array values to move objects relative to *each other* rather than relative to the eye position?
X(3)=0.3
Y(3)=0
Z(3)=-4
X(1)=-0.4
Y(1)=-0.25
Z(1)=-4.7
REM Now render the 3D scene. Note that the number of objects (5th parameter) is 2, but all other arrays are 0-based (i.e. X(0) is the X position of the first object)
PROC_render(d%, &FF7F7F7F, 0, l%(), 2, m%(), t%(), b%(), n%(), f%(), s%(), y(), p(), r(), X(), Y(), Z(), e(), a(), PI/4, 5/4, 1, 1000,0) :REM experimental
WAIT 1
UNTIL INKEY(1)=0
PROCcleanup
END
:
DEF PROCcleanup
t%(0) += 0:IF t%(1) PROC_release(t%(1))
b%(0) += 0:IF b%(0) PROC_release(b%(0))
d% += 0 :IF d% PROC_release(d%)
ENDPROC
:
DEF PROCcreate3d
F% = OPENOUT"button.FVF"
PROC4(6):REM 3 vertices
PROC4(&140102):REM vertex size &18 and format &142 - change format to specify UV texture coordinates instead of colours,
REM and allow the extra 4 bytes that requires (+8 for texture address, -4 for no colour)
REM LL x LL y LL z u (x coord of texture) v (y coord of texture)
PROC4(FN_f4(-0.5)):PROC4(FN_f4(-0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(0.0))
REM LR x LR y LR z
PROC4(FN_f4(0.5)):PROC4(FN_f4(-0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0))
REM PEAK X PEAK Y PEAK Z
PROC4(FN_f4(0.5)):PROC4(FN_f4(0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0))
PROC4(FN_f4(-0.5)):PROC4(FN_f4(-0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(0.0))
REM LR x LR y LR z
PROC4(FN_f4(-0.5)):PROC4(FN_f4(0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(1.0))
REM PEAK X PEAK Y PEAK Z
PROC4(FN_f4(0.5)):PROC4(FN_f4(0.5)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0))
CLOSE #F%
F% = OPENOUT"tinybutton.FVF"
PROC4(6):REM 3 vertices
PROC4(&140102):REM vertex size &18 and format &142 - change format to specify UV texture coordinates instead of colours,
REM and allow the extra 4 bytes that requires (+8 for texture address, -4 for no colour)
REM LL x LL y LL z u (x coord of texture) v (y coord of texture)
PROC4(FN_f4(-0.05)):PROC4(FN_f4(-0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(0.0))
REM LR x LR y LR z
PROC4(FN_f4(0.05)):PROC4(FN_f4(-0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0))
REM PEAK X PEAK Y PEAK Z
PROC4(FN_f4(0.05)):PROC4(FN_f4(0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0))
PROC4(FN_f4(-0.05)):PROC4(FN_f4(-0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(0.0))
REM LR x LR y LR z
PROC4(FN_f4(-0.05)):PROC4(FN_f4(0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(0.0)):PROC4(FN_f4(1.0))
REM PEAK X PEAK Y PEAK Z
PROC4(FN_f4(0.05)):PROC4(FN_f4(0.05)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0)):PROC4(FN_f4(1.0))
CLOSE #F%
ENDPROC
:
DEF PROC4(A%):BPUT#F%,A%:BPUT#F%,A%>>8:BPUT#F%,A%>>16:BPUT#F%,A%>>24:ENDPROC
|