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Blitzbat

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Everything posted by Blitzbat

  1. Hi ! Is it possible to call native opengl function inside of a leadwerks application? I want to implement several libraries that are using opengl. Thanks!
  2. No it's not. It is a desktop pc. I will check the new version later this day because I'm at work.
  3. I have opend the materials folder. In the texture editor everything is fine.
  4. Hi there, I'm on Windows 8 64bit and installed the latest nvidia driver. The viewport does not render the preview of the assets.
  5. Thanks for your replies! I have successfully ordered leadwerks via paypal now ;-) There is no paypal interface but you can send him the amount via paypal to the order email address.
  6. Hi Leadwerkers Is there no other payment method then credit card or check? I've recognized that paypal was added to the store but i can't find it? Thanks! Blitzbat
  7. Do you have an example for using glScissor? I just can't get it working together with the coordinate system ... Thanks!
  8. Thanks for this hint but now my cube is black
  9. Hey there. If I start this example I get this strange problem: I don't know how to fix this problem. Thanks for your help!
  10. All bugs that i will find will be reported. I'm still here for c# development. But for my current project I'm using c++
  11. the last code does not work for me... Thanks for the help but I have switched to c++ now. It works very well! Thanks so far!
  12. And here it comes public void Run() { this.config.LoadFile("config.ini"); this.height = this.config.GetIntValue("video", "height"); this.width = this.config.GetIntValue("video", "width"); this.depth = this.config.GetIntValue("video", "depth"); Graphics.Initialize(this.width, this.height); new World(); Camera cam = new Camera(); Entity box = Mesh.CreateCube(); box.Move(new Vector3(0.0f, 0.0f, 5.0f)); while (!Window.HasRequestedClose()) { World.Update(1); World.Render(); Graphics.Flip(); } Leadwerks.Engine.Terminate(); }
  13. Hi! Yes sorry it was a copy and paste bug Now i have creaed a camera. But the same here... Black screen
  14. Hey! Ok. Something is being bad here... This simple code does not work . I only see a black screen. Graphics.Initialize(this.width, this.height); Framework.Initialize(true); if (Framework.Layers.Main.World.Pointer == World.NullPointer) { return; } Texture.TFilterMode = 1; Texture.AFilterMode = 4; Graphics.Initialize(this.width, this.height); Framework.Initialize(true); if (Framework.Layers.Main.World.Pointer == World.NullPointer) { return; } Texture.TFilterMode = 1; Texture.AFilterMode = 4; Entity box = Mesh.CreateCube(); box.Move(new Vector3(0.0f, 0.0f, 10.0f)); while (!Window.HasRequestedClose()) { World.Update(1); World.Render(); Graphics.Flip(); } Leadwerks.Engine.Terminate(); Can someone help me? Thanks!
  15. Thank you for your suggestions! I will check it if I'm back home!
  16. Hi ! I have problems with the c# headers If I'm trying to load a scene i can't see anything... I have tried to get an entity by key but than a AccessViolationException was thrown (in Core.EntityPosition(this.Pointer, position, 0)) Here is my code: Scene s = Scene.Load("abstract::test.sbx"); Vector3 campos = s.GetChild("camera_start").Position; //here the AccessViolationException is thrown. this.maincam.Position = campos; Thanks for your help! Blitzbat
  17. @Aggror: Thank you @Josh: Thanks for this advice. My method is nearly like yours. I will check it later
  18. Today i've finished the input and render management of my gui system. Focuses are working well. Now i will get a bit deeper into other gui element like textboxes and buttons. Here is a demonstration of how it works:
  19. @Lumooja: Yes sure. But the only bitmaps that are scaled are the top left right and bottom lines. They are 2 px images. @Rick: No I'm using blitzmax at the moment. But i can write an implementation of it?
  20. After a few days of trying to integrate cegui into leadwerk I've decided to develop my own gui system in leadwerks. It will be a full skinable gui system. Today I finished the imageset loader to define imagesets. Imagesets are described in xml. Here is an example: <?xml version="1.0" encoding="utf-8" ?> <guiconfig> <imagesets> <imageset name="window"> <image relation="topLeft" width="10" height="10"> <![CDATA[abstract::windowTopLeft.dds]]> </image> <image relation="topRight" width="10" height="10"> <![CDATA[abstract::windowTopRight.dds]]> </image> <image relation="bottomRight" width="10" height="10"> <![CDATA[abstract::windowBottomRight.dds]]> </image> <image relation="bottomLeft" width="10" height="10"> <![CDATA[abstract::windowBottomLeft.dds]]> </image> <image relation="top" width="2" height="10"> <![CDATA[abstract::windowTop.dds]]> </image> <image relation="left" width="10" height="2"> <![CDATA[abstract::windowLeft.dds]]> </image> <image relation="right" width="10" height="2"> <![CDATA[abstract::windowRight.dds]]> </image> <image relation="bottom" width="2" height="10"> <![CDATA[abstract::windowBottom.dds]]> </image> <image relation="fill" width="10" height="10"> <![CDATA[abstract::windowFill.dds]]> </image> </imageset> </imagesets> </guiconfig> This is a sample for defining a window imageset. And here is the result after adding a window (It's programmer art ) So the next task is to handle input for moving or scaling elements. TODO: I must find a way to tile seamless textures for the fill texture.
  21. Mhm that means i must rename all functions of max2d and then update all other modules that are importing max2d? that's definitely not a solution... It seems that it does not work at the moment.
  22. Hi Is it possible to use the bah.cegui module with leadwerks? When I use it now i will get a conflict with brl.max2d Does someone found a workaround for it?
  23. Thank you Lumooja. I will give it a try
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