Also when I create a new material and set the Ambient and Diffuse colors to blue (0, 0, 255), the sphere does actually not contain bitmaps.
The sphere appears blue in 3DS Max, but not in Blitz3D (= white).
When I do this:
EntityColor SphereObject, 0, 0, 255
then the sphere is blue, as requested, but it appears flat.
Screenshot:
http://users.pandora.be/vge/blitz3d/Sphere1.zip
This is my code:
*******************************************************
; Import the start.bb file
Include "start.bb"
; Use Backbuffer
SetBuffer BackBuffer()
; Load .b3d-object (sphere, size=20)
sph_obj=LoadMesh( "BlueSphere.b3d" )
; Set the entity-color (because the color applied in 3DS Max isn't shown)
EntityColor sph_obj,0,0,255
; Set the object to be visible, even without a lightsource
EntityFX sph_obj,1
; Add camera
camera=CreateCamera()
PositionEntity camera,0,0,-100
; Until user presses ESC, rotate the sphere
While Not KeyHit(1)
TurnEntity sph_obj,.5,.7,1.1
UpdateWorld
RenderWorld
Flip
Wend
; End program
End
The sphere appears blue in 3DS Max, but not in Blitz3D (= white).
When I do this:
EntityColor SphereObject, 0, 0, 255
then the sphere is blue, as requested, but it appears flat.
Screenshot:
http://users.pandora.be/vge/blitz3d/Sphere1.zip
This is my code:
*******************************************************
; Import the start.bb file
Include "start.bb"
; Use Backbuffer
SetBuffer BackBuffer()
; Load .b3d-object (sphere, size=20)
sph_obj=LoadMesh( "BlueSphere.b3d" )
; Set the entity-color (because the color applied in 3DS Max isn't shown)
EntityColor sph_obj,0,0,255
; Set the object to be visible, even without a lightsource
EntityFX sph_obj,1
; Add camera
camera=CreateCamera()
PositionEntity camera,0,0,-100
; Until user presses ESC, rotate the sphere
While Not KeyHit(1)
TurnEntity sph_obj,.5,.7,1.1
UpdateWorld
RenderWorld
Flip
Wend
; End program
End