Muddle, you may use the forum tags "code" for sourcecode. There is a little problem with your viewer, it initializes 3D, then loads the model, doesn´t check if it exists and/or is valid at all. You should do it the other way:
check if the file exists
init 3D scene
load model
check if it is loaded (handle <>0)
...
There is a dll that can be used with userlib decls in Blitz3D, it´s called "bless" and allows to use Dragndrop for the Blitz window:
http://www.blitzbasic.com/Community/posts.php?topic=34205
Draging a file to the icon of a blitz app will give you the file path in the command$, yes, BUT it will be the old-dos name of the file. This may become a problem if you want to save an edited file.
As for the Transparency problem, I never experienced such a problem. Not sure what you are talking about. "Transparency Textures"? There are Alpha Textures and Masked textures.
I wasn´t aware of a 3ds feature that allows to set the alpha flag for a texture. With the B3D format you can set all the flags: Brush alpha, Vertex Alpha, and of course, the texture alpha loading flag. Using Texture alpha I never had any problem with one-side-opaque geometry, as you described. Of course you need to set the brush FX flag 16 so it´s gonna be rendered from both sides.
check if the file exists
init 3D scene
load model
check if it is loaded (handle <>0)
...
There is a dll that can be used with userlib decls in Blitz3D, it´s called "bless" and allows to use Dragndrop for the Blitz window:
http://www.blitzbasic.com/Community/posts.php?topic=34205
Draging a file to the icon of a blitz app will give you the file path in the command$, yes, BUT it will be the old-dos name of the file. This may become a problem if you want to save an edited file.
As for the Transparency problem, I never experienced such a problem. Not sure what you are talking about. "Transparency Textures"? There are Alpha Textures and Masked textures.
I wasn´t aware of a 3ds feature that allows to set the alpha flag for a texture. With the B3D format you can set all the flags: Brush alpha, Vertex Alpha, and of course, the texture alpha loading flag. Using Texture alpha I never had any problem with one-side-opaque geometry, as you described. Of course you need to set the brush FX flag 16 so it´s gonna be rendered from both sides.