A better variant is, You use any Sprites, Copy an
rendering on there textures, and fade old renderings
over the complete screensize. This You can use at
any szenes:
[CODE]
Graphics3D 640,480,32,2
SetBuffer BackBuffer()
Cube = CreateCube()
Camera = CreateCamera()
PositionEntity Camera,0,5,-10
Light = CreateLight(1,Camera)
Dim Sprite(10) : Dim Texture(10)
For I = 10 To 0 Step -1
Sprite(I) = CreateSprite(Camera)
ScaleSprite Sprite(I),640,480
PositionEntity Sprite(I),0,0,640
EntityAlpha Sprite(I),0.8 - I / 2.0
EntityOrder Sprite(I),1
Texture(I) = CreateTexture(256,256,256)
EntityTexture Sprite(I),Texture(I)
Next
While Not KeyDown(1)
Frame = Frame + 1
TurnEntity Cube,2,4,1
Y = Y + 1 : PositionEntity Cube,0,Abs(Cos(Y) * 10),0
MoveEntity Cube,0,1,4
UpdateWorld
If Frame > 2 Then
Frame = 0
For I = 10 To 1 Step - 1
Texture(I) = Texture(I - 1)
Next
CameraViewport Camera,0,0,256,256
RenderWorld : CopyRect 0,0,256,256,0,0,BackBuffer(),TextureBuffer(Texture(0))
CameraViewport Camera,0,0,640,480
EndIf
RenderWorld : Flip
Wend
[/CODE]
cu olli
rendering on there textures, and fade old renderings
over the complete screensize. This You can use at
any szenes:
[CODE]
Graphics3D 640,480,32,2
SetBuffer BackBuffer()
Cube = CreateCube()
Camera = CreateCamera()
PositionEntity Camera,0,5,-10
Light = CreateLight(1,Camera)
Dim Sprite(10) : Dim Texture(10)
For I = 10 To 0 Step -1
Sprite(I) = CreateSprite(Camera)
ScaleSprite Sprite(I),640,480
PositionEntity Sprite(I),0,0,640
EntityAlpha Sprite(I),0.8 - I / 2.0
EntityOrder Sprite(I),1
Texture(I) = CreateTexture(256,256,256)
EntityTexture Sprite(I),Texture(I)
Next
While Not KeyDown(1)
Frame = Frame + 1
TurnEntity Cube,2,4,1
Y = Y + 1 : PositionEntity Cube,0,Abs(Cos(Y) * 10),0
MoveEntity Cube,0,1,4
UpdateWorld
If Frame > 2 Then
Frame = 0
For I = 10 To 1 Step - 1
Texture(I) = Texture(I - 1)
Next
CameraViewport Camera,0,0,256,256
RenderWorld : CopyRect 0,0,256,256,0,0,BackBuffer(),TextureBuffer(Texture(0))
CameraViewport Camera,0,0,640,480
EndIf
RenderWorld : Flip
Wend
[/CODE]
cu olli