MiniB3D meets Max2D

BlitzMax Modules Forums/MiniB3D/MiniB3D meets Max2D

sounds very good :)

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]