gg.IrrBMAX

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'Try this

Strict

Framework BRL.Blitz


Import gg.IrrBMAX


Local device:T_irrIrrlichtDevice=T_irrIrrlichtDevice.create(EDT_OPENGL,T_irrDimension2d_s32.create(640,480),16,False,False,False,0)


device.setWindowCaption("Hello World! - Irrlicht Engine Demo")



Local driver:T_irrIVideoDriver=device.getVideoDriver()
Local smgr:T_irrISceneManager=device.getSceneManager()

Local camera:T_irrICameraSceneNode = smgr.addCameraSceneNodeMaya()


Local mesh:T_irrIAnimatedMesh=smgr.getMesh("media/ship.x")
Local node:T_irrIAnimatedMeshSceneNode=smgr.addAnimatedMeshSceneNode(mesh)

If node.handle<>0
node.setMaterialFlag(EMF_LIGHTING,False)
node.setFrameLoop(0,310)
node.setMaterialTexture(0,driver.getTexture("media/wall.bmp"))
EndIf

While (device.run())

Rem
Anything can be drawn between a beginScene() And an endScene()
call. The beginScene clears the screen with a color And also the
depth buffer If wanted. Then we let the Scene Manager And the
GUI Environment draw their content. With the endScene() call
everything is presented on the screen.
EndRem
driver.beginScene(True,True,T_irrSColor.createFromVals(0,200,200,200))

smgr.drawAll()


driver.endScene()

FlushMem
Wend


device.drop()

'And be sure to check the first tutorials