Thx all of you.
Now I have another problem.
The code works well when I use it with graphics3d 800,600 bla bla bla.
But when I try to put the minib3d in a canvas this thing doesn't work anymore.
and here is some other code that might be needed to understand the first one:
Now I have another problem.
The code works well when I use it with graphics3d 800,600 bla bla bla.
But when I try to put the minib3d in a canvas this thing doesn't work anymore.
SuperStrict Framework Sidesign.minib3d Import BRL.MaxGUI Import BRL.win32maxgui Import BRL.EventQueue Import BRL.retro Import brl.max2d Import BRL.GLMax2D Import brl.graphics Import brl.timer Include "GUI_init.bmx" Include "Global_init.bmx" Global obj:TObject = New TObject obj.name = "box1" obj.entity = CreateCube() cam:Tcamera = CreateCamera() PositionEntity cam, 0,0,-6 Local Light:TLight = CreateLight() CreateTimer( 60 ) While True WaitEvent Print CurrentEvent.ToString() Select EventID() Case EVENT_WINDOWCLOSE End Case EVENT_TIMERTICK RedrawGadget Maincanvas TurnEntity obj.entity,1,1,1 Case EVENT_GADGETPAINT CameraClsMode cam,True,True Wireframe(False) EntityColor obj.entity , 0 , 255 , 0 RenderWorld() 'Second Pass CameraClsMode cam , False , False EntityColor obj.entity , 255 , 0 , 0 Wireframe(True) RenderWorld() Flip End Select Wend
and here is some other code that might be needed to understand the first one:
Global MainCanvas:Tgadget = CreateCanvas(0,0,GadgetWidth(Main_Window)-200,GadgetHeight(Main_Window),Main_Window,0) SetGraphicsDriver GLGraphicsDriver(),GRAPHICS_BACKBUFFER|GRAPHICS_DEPTHBUFFER TGlobal.width=ClientWidth(MainCanvas) TGlobal.height=ClientHeight(MainCanvas) TGlobal.depth=16 TGlobal.mode=0 TGlobal.rate=60 SetGraphics CanvasGraphics(MainCanvas) TGlobal.GraphicsInit() Global cam:TCamera=CreateCamera() Global ObjectList:TList = New TList Type TObject Field name:String Field entity:Tentity End Type Type TObject_texture Field name:String Field brush:TBrush End Type Function Points_Mode(enable:Byte) If enable = 1 glEnable GL_POINT_SMOOTH glPointSize(8) glPolygonMode(GL_FRONT,GL_POINT) Else glDisable GL_POINT_SMOOTH glPolygonMode(GL_FRONT,GL_FILL) EndIf End Function