sounds very good :)
btw: for all of you (and all the others) here is the new RenderWorld Function from TGlobal :
The functions were already posted in a previous thread, but they seemd to produce some errors. This is solved by just resetting the SetBlend to SolidBlend before rendering the 3D part.
[Edit]
A new Version is online (using the original V0.30) see first post.
[/Edit]
btw: for all of you (and all the others) here is the new RenderWorld Function from TGlobal :
Function RenderWorld() glMatrixMode GL_PROJECTION glLoadMatrixd TGLobal.ortho_pj glMatrixMode GL_MODELVIEW glLoadMatrixd TGLobal.ortho_mv TGLobal.EnableStates() glPopAttrib SetBlend SolidBlend For Local cam:TCamera=EachIn TCamera.cam_list If cam.EntityHidden()=True Then Continue RenderCamera(cam) Next Local x,y,w,h GetViewport(x,y,w,h) glDisable(GL_LIGHTING) glDisable(GL_DEPTH_TEST) glDisable(GL_SCISSOR_TEST) glDisable(GL_FOG) glDisable(GL_CULL_FACE) glMatrixMode GL_TEXTURE glLoadIdentity glMatrixMode GL_PROJECTION glLoadIdentity glOrtho 0,GraphicsWidth(),GraphicsHeight(),0,-1,1 glMatrixMode GL_MODELVIEW glLoadIdentity SetViewport x,y,w,h For Local Layer = 0 Until THardwareInfo.MaxTextures glActiveTexture(GL_TEXTURE0+Layer) glDisable(GL_TEXTURE_CUBE_MAP) glDisable(GL_TEXTURE_GEN_S) glDisable(GL_TEXTURE_GEN_T) glDisable(GL_TEXTURE_GEN_R) glDisable(GL_TEXTURE_2D) Next glActiveTexture(GL_TEXTURE0) DrawRect -10,-10,5,5 End Function
The functions were already posted in a previous thread, but they seemd to produce some errors. This is solved by just resetting the SetBlend to SolidBlend before rendering the 3D part.
[Edit]
A new Version is online (using the original V0.30) see first post.
[/Edit]