'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
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