hey cool, does that mean people will be able to show off what they have done with your wrapper soon?
The new registration system is in there, so I guess people will be able to release anything they like. I won't personally be releasing anything myself for some time yet, as I don't want to release sporadically here and there.
Gabe..how hard is to use TV3D wrapper with Bmax??
Not much harder than Blitz3d in my opinion. There are lots more functions, and lots of subjects you have to know about if you're going to use it all, but syntactically, I don't find it vastly different from Blitz3D.
One of the samples I used to bundle with the wrapper ( or probably still do, I have to rebuild the zip ) which does parallax mapping ( aka offset bump mapping ) on a sphere goes something like this :
SuperStrict Import glimmer.tv3d65 Global pEngine:CTVEngine=CTVEngine.Create() Global pWindow:CTVWindow=CTVWindow.Create(640,480,"Bump Test") Global pScene:CTVScene Global pInput:CTVInputEngine Global pTextureFactory:CTVTextureFactory Global pLightEngine:CTVLightEngine Global BumpLight:Int Global BumpTexture1:Int Global DiffuseTexture1:Int Global SpecularTexture1:Int Global Sphere:CTVMesh ' Set Beta Key ' Initialize Windowed pEngine.Init3DWindowed(pWindow.hWnd,True) ' SET WINDOW TO AUTORESIZE pEngine.GetViewport().SetAutoResize(True) 'Tell it To display the FPS pEngine.DisplayFPS(True) ' SCENE AND SPHERE MESH pScene=CTVScene.Create() pScene.SetBackgroundColor(0.2,0.0,0.0) ' LIGHTING pLightEngine=CTVLightEngine.Create() BumpLight=pLightEngine.CreatePointLight(_cTV_3DVECTOR(10,10,0),1,1,1,100,"Bump Light") pTextureFactory=CTVTextureFactory.Create() BumpTexture1=pTextureFactory.LoadBumpTexture("rockwall_height.bmp","Bump1",,,,30) DiffuseTexture1=pTextureFactory.LoadTexture("rockwall.bmp","Diffuse1") Sphere=pScene.CreateMeshBuilder("Sphere1") Sphere.CreateSphere(20,24,24) Sphere.SetPosition(0,0,40) Sphere.SetMaterial(0) Sphere.SetTextureEx cTV_LAYER_BASETEXTURE,DiffuseTexture1 Sphere.SetTextureEx cTV_LAYER_BUMPMAP,BumpTexture1 Sphere.SetTextureEx cTV_LAYER_HEIGHTMAP,BumpTexture1 Sphere.SetLightingMode cTV_LIGHTING_OFFSETBUMPMAPPING_TANGENTSPACE 'Init Input after main init pInput=CTVInputEngine.Create() pInput.Initialize() 'Main loop While(pWindow.AppQuit=False) If pWindow.Update()=True Update() Render() DoInput() End If Wend 'pWindow.Close() pLightEngine.DeleteLight(BumpLight) pLightEngine=Null Sphere.Destroy() Sphere=Null pTextureFactory.DeleteTexture(DiffuseTexture1) pTextureFactory.DeleteTexture(BumpTexture1) pTextureFactory=Null pScene=Null pInput=Null pEngine.ReleaseAll() pEngine=Null GCCollect End Function Update() Sphere.RotateY(0.0001) End Function Function Render() pEngine.Clear(False) Sphere.Render() pEngine.RenderToScreen() End Function Function DoInput() If(pInput.IsKeyPressed(cTV_KEY_ESCAPE)) pWindow.Quit() End If End Function