It's cool :) Here is the full sample code :
You have made a great job sweenie ! I hope a release soon as
possible ! Any idea for the release date ?
You have made a great job sweenie ! I hope a release soon as
possible ! Any idea for the release date ?
'Strict Import "libOgreRAD.a" Include "OgreRAD_Imports.bmx" 'Tutorial 4 - Pile of plastic monkeys (Per Pixel Lighting) '(DirectX version only, sorry!) If Engine_Init(True,True)=False Then Notify "Failed to initialize engine!",True End EndIf 'ShaderCheck If Card_HasCapability(RSC_FRAGMENT_PROGRAM) Then If GPU_IsSyntaxSupported("ps_2_0")=False Then Notify("Pixelshader 2.0 doesn't seem to be supported!",True) Engine_Drop() End EndIf Else Notify("Your card doesn't seem to support shaders!",True) Engine_Drop() End EndIf Local Camera:Byte Ptr =GOTemplate_CreateCamera("Camera") GameObject_SetPosition(GOFactory_GetObject("Camera"),0,5,15) GameObject_Pitch(GOFactory_GetObject("Camera"),-5,LOCAL_SPACE) GOTemplate_CreatePointLight("Light") GameObject_SetPosition(GOFactory_GetObject("Light"),10,10,10) Local Room:Byte Ptr = GOTemplate_CreateMesh("Room","room.mesh") GameObject_SetYawPitchRoll(Room,-45,0,0) GameObject_SetInt(Room,"HullType",7) 'Static mesh collider(built from mesh) GameObject_AddRigidBodyComponent(Room) For Local i=1 To 10 Local Monkey:Byte Ptr = GOTemplate_CreateMesh("Monkey"+i,"Monkey.mesh") GameObject_MeshSetMaterial(Monkey,"PPL_Shader",0) GameObject_SetScale(Monkey,0.7,0.7,0.7) GameObject_SetPosition(Monkey,0,i+1,0) GameObject_SetInt(Monkey,"HullType",6) ' Convex Hull(built from mesh) GameObject_SetFloat(Monkey,"Mass",15) GameObject_AddRigidBodyComponent(Monkey) Next Scene_AddCompositor("Bloom") Scene_SetCompositorEnabled("Bloom",True) ' Try different shadows 'Scene_SetShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE) Scene_SetShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE) 'Scene_SetShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE) 'Scene_SetShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE) While (Not Input_KeyDown(1)) And Engine_IsActive() Local dt:Float = Engine_LastFrameTime() GameObject_Yaw(Camera,-Input_MouseSpeedX()/10.0,GLOBAL_SPACE) GameObject_Pitch(Camera,-Input_MouseSpeedY()/10.0,LOCAL_SPACE) If Input_KeyDown(17) Then GameObject_Move(Camera,0,0,-10*dt,LOCAL_SPACE) ElseIf Input_KeyDown(31) Then GameObject_Move(Camera,0,0,10*dt,LOCAL_SPACE) EndIf If Input_KeyDown(30) Then GameObject_Move(Camera,-10*dt,0,0,LOCAL_SPACE) ElseIf Input_KeyDown(32) Then GameObject_Move(Camera,10*dt,0,0,LOCAL_SPACE) EndIf Engine_Update() Engine_Render() Wend Engine_Drop()