Thank's Josh, it worked great.
I converted it to use the Framewerk, but i can't get the blades to turn.
Here is the code i'm using, with SetGlobalObject();
#include "framewerk.h"
using namespace leadwerks;
int main()
{
if(!Initialize())return 1;
RegisterAbstractPath("C:/LE2.3");
SetAppTitle( "C++ Lua Demo" ) ;
Graphics( 800, 600 ) ;
AFilter() ;
TFilter() ;
TLight light;
TMesh ground;
TMaterial material;
Framewerk fw;
if( !fw.Create() )
{
MessageBoxA(0,"Failed to initialize engine.",NULL,0);
return 1;
}
//================================================================
// Here is the code I added
//================================================================
SetGlobalObject("world_main",fw.GetMain().GetWorld());
LoadModel("abstract::windmill.gmf");
//================================================================
//
//================================================================
fw.GetRenderer().SetSkybox( LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat") );
fw.GetRenderer().SetSSAO(0);
fw.SetStats(2);
PositionEntity(fw.GetMain().GetCamera(),Vec3(0,8,-22));
material = LoadMaterial("abstract::cobblestones.mat");
ground = CreateCube();
ScaleEntity ( ground, Vec3(12, 1, 12));
PositionEntity( ground, Vec3(0, -1, 0));
PaintEntity ( ground, material );
light=CreateDirectionalLight();
RotateEntity( light, Vec3(45) );
// Game loop
do
{
if( KeyHit(KEY_ESCAPE) ) break;
if( AppTerminate() ) break;
// Update timing and world
//UpdateAppTime();
//UpdateWorld(AppSpeed()) ;
// Render
fw.Update();
fw.Render();
// Send to screen
Flip(0) ;
}
while( true );
// Done
return Terminate() ;
}
Is it possible to use Lua with Framewerk ?