Have you downloaded sswifts version of Yal ? It seems to be pretty straightforward. I didn't look at any earlier version. All functions are commented.
http://www.blitzmax.com/codearcs/codearcs.php?code=794
You'll need to download another code entry of sswift that contains the missing intersection functions. Click on his name to find them.
There is an example function at the bottom of the code:
To convert this version of yal into an include file, remove the LMExample() Function, and the call to it at the top of the program, and use the rest as an include to your program.
http://www.blitzmax.com/codearcs/codearcs.php?code=794
You'll need to download another code entry of sswift that contains the missing intersection functions. Click on his name to find them.
There is an example function at the bottom of the code:
; ambientlight 40,40,40 BeginLightMap(40, 40, 40) ; create light: x, y, z, r, g, b CreateLMLight( -8, 3, -8, 219, 219, 255, 0, True, 3) CreateLMLight( 8, 3, 3, 255, 255, 219, 0, True, 3) ;(mesh, lumelsize# = 0.5, maxmapsize = 1024, blurradius = 1, TotalInfo$ = "") ;tex = LightMapMesh(ent, 0.25, 1024, 1, "Lightmapping " + EntityName(ent)) tex = LightMapMesh(ent, 0.25, 1024, 1, "Lightmapping " + EntityName(ent)) If tex ;save light map as data SaveLightMap(ent, tex, EntityName(ent) + "_lm.bmp", EntityName(ent) + ".luv") ;apply generated texture ApplyLightMap(ent, tex) EndIf EndLightMap()
To convert this version of yal into an include file, remove the LMExample() Function, and the call to it at the top of the program, and use the rest as an include to your program.