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Quan

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Posts posted by Quan

  1. This is a great example and has been helping me out a lot but I have one issue.

     

    If I try to load any map that uses the tree_spruce_2 asset as vegetation ( eg the terrain_arctic.sbx map ) I get the following error:

     

    Unhanded Exception:Zip data error

     

    Which is pointing towards the line in the basicsceneloader.bmx

     

    'Load the scene. 
           Global scene:TEntity = LoadScene("abstract::terrain_arctic.sbx")
    

     

    Thanks

  2. I just started working my way though the basics of using Leadwerks with BlitzMax and I noticed that my end result with the Lighting tutorial seems a bit Grainy:

     

    lwlighting.png

     

    I have a ATI 4870 using the 10.1 drivers. As far as I can tell I am not getting the same effect in the editor.

     

    And this is the code I copied and pasted from the pdf file:

     

    'Use the Leadwerks Engine module as our base 
    Framework leadwerks.engine 
    
    'Create an OpenGL graphics window 
    Graphics 800,600
    
    'Allows the engine to find files and load files from zip packages 
    RegisterAbstractPath AppDir 
    
    'Create a world 
    If Not CreateWorld() RuntimeError "Failed to create world." 
    
    'Create a camera 
    cam:TCamera=CreateCamera() 
    MoveEntity cam,Vec3(0,0,-5) 
    
    'Create a visual mesh 
    mesh:TMesh=CreateCube() 
    
    'Create another mesh to cast a shadow on
    ground:TMesh=CreateCube() 
    ScaleMesh ground,Vec3(10,0.1,10) 
    PositionEntity ground,Vec3(0,-2,0)
    
    'Create a render buffer
    buffer:TBuffer=CreateBuffer(800,600,BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL)
    
    'Create a light
    
    light:TLight=CreateSpotLight()
    PositionEntity light,Vec3(2,2,-2) 
    RotateEntity light,Vec3(45,45,0)
    
    'Main loop 
    While Not KeyHit(KEY_ESCAPE) 
    
    TurnEntity mesh,Vec3(0.5)
    
    'Update timing, physics, and other miscellaneous updates 
    UpdateWorld 
    
    'Make our render buffer the current buffer
    SetBuffer buffer
    
    'Draw the world 
    RenderWorld 
    
    'Make the back buffer the current buffer
    SetBuffer BackBuffer()
    
    'Call the RenderLights command, passing our buffer which contains 
    'color, depth, and normal data
    RenderLights(buffer)
    
    'Swap the graphics buffers so we can see what we drew 
    
    Flip 
    
    Wend
    

     

    Thanks

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