You can comment out that line, or replace it with PokeInt buffer,DEIMOS_CAMERA_RGB,-16722216 or whatever "black" is. The color userlib is also available at http://www.leadwerks.com/code/userlibs/
TFormPoint now works perfectly. That was all fairly easy to put together, in the space of about a day.
I also fixed it so CreateCamera works with an hwnd, not a gadget. This will make it easy to convert the engine straight to a C/C++ DLL, if we want.
I want to talk about two issues.
1) What model file format(s)?
I don't like writing loaders for every file format under the sun, but it is kind of cool when you can load MD3's, SMD, etc. A single unique file format would be easier, but it's kind of hard to deal with when you are developing at the same time. Any thoughts? What modeling packages do you guys use? I can write a 3ds max exporter. We have two extreme options. Ascii, or pure internal format? The first is easy to read. The second actually stores data the same way the engine does, so it is just instantly loaded into memory, but is also more complex and harder to test.
2) What about lighting? I think lights should be an internal engine thing that the user only accesses at the top level. Vertex light calculation is simple enough. Lightmaps from CShop or another program can be displayed with no problem. What about dynamic lights? I hope you saw the volumetric lighting I did in the last Singularity demo. I could repeat that. Any other ideas? How do "real" engines do lights?
TFormPoint now works perfectly. That was all fairly easy to put together, in the space of about a day.
I also fixed it so CreateCamera works with an hwnd, not a gadget. This will make it easy to convert the engine straight to a C/C++ DLL, if we want.
I want to talk about two issues.
1) What model file format(s)?
I don't like writing loaders for every file format under the sun, but it is kind of cool when you can load MD3's, SMD, etc. A single unique file format would be easier, but it's kind of hard to deal with when you are developing at the same time. Any thoughts? What modeling packages do you guys use? I can write a 3ds max exporter. We have two extreme options. Ascii, or pure internal format? The first is easy to read. The second actually stores data the same way the engine does, so it is just instantly loaded into memory, but is also more complex and harder to test.
2) What about lighting? I think lights should be an internal engine thing that the user only accesses at the top level. Vertex light calculation is simple enough. Lightmaps from CShop or another program can be displayed with no problem. What about dynamic lights? I hope you saw the volumetric lighting I did in the last Singularity demo. I could repeat that. Any other ideas? How do "real" engines do lights?