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Basic blitzmax question


Brian
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Hello,

 

I just downloaded the evaluation kit, and try to make it work with Blitzmax.

 

always getting :

Compile Error

Can't find interface for module 'leadwerks.engine'

 

where is that leadwrks.engine ? and how do I include it in Blitzmax

 

Thanks

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Im just trying to run any sample that comes with it, the basic one for example

 

SuperStrict

 

Framework leadwerks.ENGINE

 

Local world:TWorld

Local gbuffer:TBuffer

Local camera:TCamera

Local mesh:TMesh

Local light:TLight

Local ground:TMesh

Local material:TMaterial

 

GCSetMode(2)

 

Graphics(1024,768)

 

world=CreateWorld()

If Not world RuntimeError "Failed to create world." <---error here

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Does BlitzMax not need a call to Initialize() before creating the world? I didn't even think Graphics() was allowed until Initialize() had been called...

 

 

Edit: Nope, wiki seems to say it's only needed in C. So next guess< try looking in engine.log in your program's folder...

LE Version: 2.50 (Eventually)

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do you own blitzmax? or is it just a trial version because i do not know if the trial version of bmax allows you to use 3rd party modules...

 

other than that the only thing i can think of is that the modules are not in the correct place? :unsure:

 

Does BlitzMax not need a call to Initialize() before creating the world? I didn't even think Graphics() was allowed until Initialize() had been called

 

no there is no initialize.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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Put this .bmx file in C:\Leadwerks Engine SDK and run it:

SuperStrict

Framework leadwerks.ENGINE

Local world:TWorld
Local gbuffer:TBuffer
Local camera:TCamera
Local mesh:TMesh
Local light:TLight
Local ground:TMesh
Local material:TMaterial

GCSetMode(2)

RegisterAbstractPath( "C:/Leadwerks Engine SDK" ) 

Graphics(800,600)

world=CreateWorld()
If Not world RuntimeError "Failed to create world."

gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_DEPTH|BUFFER_COLOR0|BUFFER_COLOR1|BUFFER_COLOR2)

camera=CreateCamera()
PositionEntity camera,[0.0,0.0,-2.0]

material=LoadMaterial("abstract::cobblestones.mat")

mesh=CreateCube()
PaintEntity mesh,material

ground=CreateCube()
ScaleEntity ground,[10.0,1.0,10.0]
PositionEntity ground,[0.0,-2.0,0.0]
PaintEntity ground,material

light=CreateDirectionalLight()

RotateEntity light,[45.0,45.0,45.0]

Repeat

TurnEntity mesh,[AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5]

If KeyHit(KEY_ESCAPE) Exit
If AppTerminate() Exit

UpdateAppTime()
UpdateWorld(AppSpeed())

SetBuffer(gbuffer)
RenderWorld()
SetBuffer(BackBuffer())
RenderLights(gbuffer)

Flip(0)

Forever

gbuffer=Null
FreeEntity light
GCCollect()
End

My job is to make tools you love, with the features you want, and performance you can't live without.

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its the full version of BlitzMax

 

I copied the BMX folder from leadwerks to Blitzmax

also copied the content of the lib and mod folders from the BMX folder to Blitzmax\lib and Blitzmax\mod

 

so, I have C:\BlitzMax\BMX with the 3 sub folders (framework, lib, mod)

in C:\BlitzMax\mod I have that standards blitzmax folders + the 5 folders from leadwerks

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It should be clear how the directories are laid out. There's a "mod" folder in the Leadwerks Engine SDK directory "BMX" folder, as well as a "lib" folder in both. If you still have trouble I suggest reading on the BlitzMax forum about how to install a new module.

My job is to make tools you love, with the features you want, and performance you can't live without.

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