Texture mapping

Blitz3D Forums/Blitz3D Programming/Texture mapping

I started over from scratch and got what i want exept the texture is not showing up.

Here is what i have so far:
;;Terrain tester ;; Ferret 2005 ;;

Graphics3D 800,600,0,2
SetBuffer BackBuffer()


Global camera = CreateCamera()
CameraRange camera,1.0,10000
MoveEntity camera,1000,1000,1000

Global Camera_VelX# = 0
Global Camera_Velz# = 0
Global camera_velocity# = 1.1
Global camera_speed# = 1
Global Camera_Pitch# = 0
Global Camera_Yaw# = 0

Global WireCheck = False

Global MiTile = F_CreateTerrain()
ScaleEntity mitile,10,10,10
tex = LoadTexture("Map/color.png")
ScaleTexture tex,512,512
EntityTexture Mitile,tex
PointEntity camera,MiTile


While Not KeyHit(1)

	If KeyHit(57)
		WireFrame True	
	EndIf
		
	UpdateGhostCam()
	
	UpdateWorld()
	
	RenderWorld()
	
	Text 10,10,"Space=Wireframe"
	
	Text 10,50,"X: "+EntityX(camera)+"    Y: "+EntityY(camera)+"    Z:"+EntityZ(camera)
		
	Flip

Wend

End

Function F_CreateQuad(FQ_Size#)
	;FQ_Size = FQ_Size +0.1

	F_Mesh = CreateMesh()
		F_Surf = CreateSurface(F_Mesh)
			F_V1 = AddVertex ( F_Surf,0,0,0 )
			F_V2 = AddVertex ( F_Surf,FQ_Size,0,0 )
			F_V3 = AddVertex ( F_Surf,0,0,FQ_Size )
			F_V4 = AddVertex ( F_Surf,FQ_Size,0,FQ_Size )
				F_Tri1 = AddTriangle (F_Surf,F_V1,F_V2,F_V3)
				F_Tri2 = AddTriangle (F_Surf,F_V2,F_V4,F_V3)	
	FlipMesh(F_Mesh)			
	Return(F_Mesh)

End Function

Function F_CreateTerrain(FT_Detail%=64,FT_Size%=1024)
	
	F_Tile = CreateMesh()
		F_XCount = 1
		F_ZCount = 0
		For F_Count = 1 To FT_Detail
			F_Quad = F_CreateQuad(Sqr#(FT_Size)*4)					
			PositionEntity F_Quad,(Sqr#(FT_Size)*4) * (F_XCount-1) ,0,(Sqr#(FT_Size)*4) * (F_ZCount)
							
			F_XCount = F_XCount + 1					
					
			If F_XCount > Sqr#(FT_Detail)
				F_XCount = 1
				F_ZCount = F_ZCount + 1
			EndIf	
									
			EntityParent F_Quad,F_Tile	
			AddMesh F_Quad,F_Tile
		Next	
			
	Return(F_Tile)

End Function





Function UpdateGhostCam()

	Mouse_X_Speed#=MouseXSpeed()*0.5
	Mouse_Y_Speed#=MouseYSpeed()*0.5

	MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
	Camera_Pitch=Camera_Pitch+Mouse_Y_Speed#
	Camera_Yaw=Camera_Yaw+Mouse_X_Speed#


	RotateEntity camera,Camera_Pitch,-Camera_Yaw,0

	If KeyDown(203) Then 
		Camera_VelX=Camera_VelX-camera_speed#
	ElseIf  KeyDown(205)
		Camera_VelX=Camera_VelX+camera_speed#
	EndIf 
	If KeyDown(208) Then 
		Camera_VelZ=Camera_VelZ-camera_speed#
	ElseIf  KeyDown(200)
		Camera_VelZ=Camera_VelZ+camera_speed#
	EndIf
	
	Camera_VelX=Camera_VelX/camera_velocity#
	Camera_VelZ=Camera_VelZ/camera_velocity#
	MoveEntity camera,Camera_VelX,0,Camera_VelZ

	If KeyDown(200) Then
		MoveEntity camera,0,0,camera_speed#
	EndIf

	If KeyDown(208) Then
		MoveEntity camera,0,0,-camera_speed#
	EndIf

	If KeyDown(205) Then
		MoveEntity camera,camera_speed#,0,0
	EndIf

	If KeyDown(203) Then
		MoveEntity camera,-camera_speed#,0,0
	EndIf
	
End Function