Hi,
Maybe a pb with the BLITZPX.DLL . It's different of the Blitz3D dll's wrapper, BUT, SAME NAME !!!
JP
Edit : My test code works well with the "official" header without any change . This is a...what can i say...a "sort of validation" of my DECLS converter. Ho, IT'S WORKS...surprise.... ;-)
Maybe a pb with the BLITZPX.DLL . It's different of the Blitz3D dll's wrapper, BUT, SAME NAME !!!
JP
Edit : My test code works well with the "official" header without any change . This is a...what can i say...a "sort of validation" of my DECLS converter. Ho, IT'S WORKS...surprise.... ;-)
// Test Blitz3D SDK and PhysX'S Rubux wrapper #include <Windows.h> #include <math.h> #include <stdio.h> #include <time.h> #include <Blitzpx.h> // Official Rubux header file. #include <blitz3dsdk.h> int main( int argc, char** argv ){ // #include "INCLUDE_physx.cpp" // My Physx declaration srand(time(NULL)); // random generator bbBeginBlitz3D(); // Init SDK bbSetBlitz3DDebugMode(1); bbGraphics3D(800, 600, 32, 0); int cam = bbCreateCamera(); bbPositionEntity (cam,0,3,-10); int plane = bbCreatePlane(); int Texture = bbLoadTexture("cell.bmp"); bbEntityTexture (plane,Texture); int miroir = bbCreateMirror(plane) int light = bbCreateLight(); bbRotateEntity (light,0,0,140); pxCreateWorld(1, "key"); pxSetGravity(0, -10, 0); int entity = bbCreateCube(); bbScaleMesh (entity,0.5,0.5,0.5); bbEntityColor(entity,rand() % 255,rand() % 255,rand() % 255); bbEntityTexture (entity,Texture); int body = pxBodyCreateCube(1,1,1,5); // Create body. Size==> Blitz_Size*2 pxBodySetPosition(body,0,7,0); pxBodySetRotation(body,rand() % 360,rand() % 360,rand() % 360); while (!bbKeyHit(KEY_ESCAPE)) { if (bbKeyHit(KEY_1)) { pxBodyAddForce(body, 5, 0, 0, 2); } if (bbKeyHit(KEY_2)) { pxBodyAddForce(body, 0, 5, 0, 2); } if (bbKeyHit(KEY_3)) { pxBodyAddForce(body, 0, 0, 5, 2); pxBodyAddLocalForceAtLocalPos(body,0,0,3,-1,-1,-2,2); } bbUpdateWorld(); pxRenderPhysic(30,0); bbPositionEntity (entity,pxBodyGetPositionX(body),pxBodyGetPositionY(body),pxBodyGetPositionZ(body)); bbRotateEntity (entity, pxBodyGetRotationPitch(body),pxBodyGetRotationYaw(body),pxBodyGetRotationRoll(body)); bbRenderWorld(); bbFlip(); } bbEndBlitz3D(); return 0; }