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Removed Openb3d library

markcwm 8 rokov pred
rodič
commit
2a28b4731e
100 zmenil súbory, kde vykonal 0 pridanie a 1689 odobranie
  1. 0 85
      b3d.mod/b3d.bmx
  2. 0 96
      b3dglgraphics.mod/b3dglgraphics.bmx
  3. 0 96
      b3dglsdlgraphics.mod/b3dglsdlgraphics.bmx
  4. 0 69
      openb3d.mod/examples/CreateTexture.bmx
  5. 0 45
      openb3d.mod/examples/CreateTexture2.bmx
  6. 0 54
      openb3d.mod/examples/LoadTexture.bmx
  7. 0 171
      openb3d.mod/examples/balls_collision.bmx
  8. 0 91
      openb3d.mod/examples/bones.bmx
  9. 0 93
      openb3d.mod/examples/camerapick.bmx
  10. 0 54
      openb3d.mod/examples/cameraprojmode.bmx
  11. 0 188
      openb3d.mod/examples/cubemap.bmx
  12. 0 55
      openb3d.mod/examples/entityvisible.bmx
  13. 0 75
      openb3d.mod/examples/fog.bmx
  14. 0 73
      openb3d.mod/examples/geosphere.bmx
  15. 0 79
      openb3d.mod/examples/light.bmx
  16. 0 179
      openb3d.mod/examples/max2d.bmx
  17. 0 138
      openb3d.mod/examples/maxgui.bmx
  18. BIN
      openb3d.mod/examples/media/07_DIFFUSE.jpg
  19. BIN
      openb3d.mod/examples/media/07_DISP.jpg
  20. BIN
      openb3d.mod/examples/media/07_NORMAL.jpg
  21. BIN
      openb3d.mod/examples/media/09_DIFFUSE.jpg
  22. BIN
      openb3d.mod/examples/media/09_DISP.jpg
  23. BIN
      openb3d.mod/examples/media/09_NORMAL.jpg
  24. BIN
      openb3d.mod/examples/media/Ball.bmp
  25. BIN
      openb3d.mod/examples/media/Castle/Castle/Brick01.bmp
  26. BIN
      openb3d.mod/examples/media/Castle/Castle/Brick02.bmp
  27. BIN
      openb3d.mod/examples/media/Castle/Castle/Button.bmp
  28. BIN
      openb3d.mod/examples/media/Castle/Castle/Button_MASK.bmp
  29. BIN
      openb3d.mod/examples/media/Castle/Castle/CapMark.bmp
  30. BIN
      openb3d.mod/examples/media/Castle/Castle/CapMark_MASK.bmp
  31. BIN
      openb3d.mod/examples/media/Castle/Castle/Carpet.bmp
  32. BIN
      openb3d.mod/examples/media/Castle/Castle/Door.bmp
  33. BIN
      openb3d.mod/examples/media/Castle/Castle/Fence.bmp
  34. BIN
      openb3d.mod/examples/media/Castle/Castle/Fence_MASK.bmp
  35. BIN
      openb3d.mod/examples/media/Castle/Castle/Grass01.bmp
  36. BIN
      openb3d.mod/examples/media/Castle/Castle/Grass02.bmp
  37. BIN
      openb3d.mod/examples/media/Castle/Castle/Main.b3d
  38. BIN
      openb3d.mod/examples/media/Castle/Castle/Main2.b3d
  39. BIN
      openb3d.mod/examples/media/Castle/Castle/Marble01.bmp
  40. BIN
      openb3d.mod/examples/media/Castle/Castle/Marble02.bmp
  41. BIN
      openb3d.mod/examples/media/Castle/Castle/Net.bmp
  42. BIN
      openb3d.mod/examples/media/Castle/Castle/Net_MASK.bmp
  43. BIN
      openb3d.mod/examples/media/Castle/Castle/Photo01.bmp
  44. BIN
      openb3d.mod/examples/media/Castle/Castle/Photo01_MASK.bmp
  45. BIN
      openb3d.mod/examples/media/Castle/Castle/Photo02.bmp
  46. BIN
      openb3d.mod/examples/media/Castle/Castle/Photo02_MASK.bmp
  47. BIN
      openb3d.mod/examples/media/Castle/Castle/Rock.bmp
  48. BIN
      openb3d.mod/examples/media/Castle/Castle/RockSand.bmp
  49. BIN
      openb3d.mod/examples/media/Castle/Castle/Roof.bmp
  50. BIN
      openb3d.mod/examples/media/Castle/Castle/Sand01.bmp
  51. BIN
      openb3d.mod/examples/media/Castle/Castle/Sand02.bmp
  52. 0 1
      openb3d.mod/examples/media/Castle/Castle/Settings.ini
  53. BIN
      openb3d.mod/examples/media/Castle/Castle/Star.bmp
  54. BIN
      openb3d.mod/examples/media/Castle/Castle/Stone.bmp
  55. BIN
      openb3d.mod/examples/media/Castle/Castle/Tree.bmp
  56. BIN
      openb3d.mod/examples/media/Castle/Castle/Tree_MASK.bmp
  57. BIN
      openb3d.mod/examples/media/Castle/Castle/Water01.bmp
  58. BIN
      openb3d.mod/examples/media/Castle/Castle/Water02.bmp
  59. BIN
      openb3d.mod/examples/media/Castle/Castle/Window.bmp
  60. BIN
      openb3d.mod/examples/media/Castle/Castle/Window_MASK.bmp
  61. BIN
      openb3d.mod/examples/media/Castle/Castle/Wood01.bmp
  62. BIN
      openb3d.mod/examples/media/Castle/Castle/Wood02.bmp
  63. BIN
      openb3d.mod/examples/media/Envroll.bmp
  64. BIN
      openb3d.mod/examples/media/Envwall.bmp
  65. BIN
      openb3d.mod/examples/media/MapOfEarth.jpg
  66. BIN
      openb3d.mod/examples/media/Zombie.jpg
  67. BIN
      openb3d.mod/examples/media/alpha_map.jpg
  68. BIN
      openb3d.mod/examples/media/cactus2.b3d
  69. BIN
      openb3d.mod/examples/media/camel.b3d
  70. BIN
      openb3d.mod/examples/media/colorkey.jpg
  71. BIN
      openb3d.mod/examples/media/compressed.gif
  72. BIN
      openb3d.mod/examples/media/compressed.jpg
  73. BIN
      openb3d.mod/examples/media/compressed.tga
  74. BIN
      openb3d.mod/examples/media/gradient.bmp
  75. BIN
      openb3d.mod/examples/media/green_ufo.b3d
  76. BIN
      openb3d.mod/examples/media/grid.b3d
  77. BIN
      openb3d.mod/examples/media/oil-drum/oildrum.3ds
  78. BIN
      openb3d.mod/examples/media/oil-drum/oildrum.jpg
  79. BIN
      openb3d.mod/examples/media/sand.bmp
  80. BIN
      openb3d.mod/examples/media/shingle.bmp
  81. BIN
      openb3d.mod/examples/media/sky.bmp
  82. BIN
      openb3d.mod/examples/media/spark.png
  83. BIN
      openb3d.mod/examples/media/spheremap.bmp
  84. BIN
      openb3d.mod/examples/media/srtm_ramp2.world.jpg
  85. BIN
      openb3d.mod/examples/media/stars.png
  86. BIN
      openb3d.mod/examples/media/teapot.b3d
  87. BIN
      openb3d.mod/examples/media/test.b3d
  88. BIN
      openb3d.mod/examples/media/test.png
  89. BIN
      openb3d.mod/examples/media/test_lm.bmp
  90. BIN
      openb3d.mod/examples/media/tex1.jpg
  91. BIN
      openb3d.mod/examples/media/tex2.jpg
  92. BIN
      openb3d.mod/examples/media/uncompressed.bmp
  93. BIN
      openb3d.mod/examples/media/uncompressed.png
  94. BIN
      openb3d.mod/examples/media/uncompressed.psd
  95. BIN
      openb3d.mod/examples/media/uncompressed.tga
  96. BIN
      openb3d.mod/examples/media/wood-crate/wcrate.jpg
  97. BIN
      openb3d.mod/examples/media/wood-crate/wcrate1.3ds
  98. BIN
      openb3d.mod/examples/media/zombie.b3d
  99. 0 33
      openb3d.mod/examples/post.bmk
  100. 0 14
      openb3d.mod/examples/shaders/alphamap.frag.glsl

+ 0 - 85
b3d.mod/b3d.bmx

@@ -1,85 +0,0 @@
-' Copyright (c) 2015, Bruce A Henderson
-' All rights reserved.
-' 
-' Redistribution and use in source and binary forms, with or without
-' modification, are permitted provided that the following conditions are met:
-' 
-' * Redistributions of source code must retain the above copyright notice, this
-'   list of conditions and the following disclaimer.
-' 
-' * Redistributions in binary form must reproduce the above copyright notice,
-'   this list of conditions and the following disclaimer in the documentation
-'   and/or other materials provided with the distribution.
-' 
-' THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-' IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-' DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
-' FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-' DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-' SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-' CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
-' OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-' OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-'
-SuperStrict
-
-Rem
-bbdoc: 
-End Rem
-Module b3d.b3d
-
-ModuleInfo "Version: 1.00"
-ModuleInfo "License: BSD"
-ModuleInfo "Copyright: 2015 Bruce A Henderson. All rights reserved"
-
-ModuleInfo "History: 1.00"
-ModuleInfo "History: Initial Release."
-
-
-Private
-
-Global mesh_loaders:TMeshLoader
-
-Public
-
-Rem
-bbdoc: Returns a mesh loader capable of loading @extension.
-End Rem
-Function GetMeshLoader:TMeshLoader(extension:String)
-
-	Local loader:TMeshLoader = mesh_loaders
-	
-	While loader
-		If loader.CanLoadMesh(extension) Then
-			Return loader
-		End If
-		loader = loader._succ
-	Wend
-
-End Function
-
-
-Type TMeshLoader
-	Field _succ:TMeshLoader
-	
-	Method New()
-		_succ=mesh_loaders
-		mesh_loaders=Self
-	End Method
-	
-	Method CanLoadMesh:Int(extension:String) Abstract
-
-	Rem
-	bbdoc: Call mesh loader implementation.
-	about: @obj could be filename (string) or perhaps TStream, if implementation supports it.
-	End Rem
-	Method LoadMesh:Object(obj:Object, parent:Object = Null) Abstract
-
-	Rem
-	bbdoc: Call animated mesh loader implementation
-	about: @obj could be filename (string) or perhaps TStream, if implementation supports it.
-	End Rem
-	Method LoadAnimMesh:Object(obj:Object, parent:Object = Null) Abstract
-	
-End Type

+ 0 - 96
b3dglgraphics.mod/b3dglgraphics.bmx

@@ -1,96 +0,0 @@
-' Copyright (c) 2014 Mark Mcvittie, Bruce A Henderson
-'
-' This software is provided 'as-is', without any express or implied
-' warranty. In no event will the authors be held liable for any damages
-' arising from the use of this software.
-'
-' Permission is granted to anyone to use this software for any purpose,
-' including commercial applications, and to alter it and redistribute it
-' freely, subject to the following restrictions:
-'
-'    1. The origin of this software must not be misrepresented; you must not
-'    claim that you wrote the original software. If you use this software
-'    in a product, an acknowledgment in the product documentation would be
-'    appreciated but is not required.
-'
-'    2. Altered source versions must be plainly marked as such, and must not be
-'    misrepresented as being the original software.
-'
-'    3. This notice may not be removed or altered from any source
-'    distribution.
-'
-SuperStrict
-
-Rem
-bbdoc: GLGraphics backend for B3D.
-End Rem
-Module b3d.b3dglgraphics
-
-ModuleInfo "Version: 1.00"
-ModuleInfo "License: zlib/libpng"
-ModuleInfo "Copyright: 2014 Mark Mcvittie, Bruce A Henderson"
-
-ModuleInfo "History: 1.00 Initial Release"
-
-
-Import brl.systemdefault
-Import b3d.Openb3d
-Import BRL.GLMax2d
-
-Rem
-bbdoc: <a href="http://www.blitzbasic.com/b3ddocs/command.php?name=Graphics3D">Online doc</a>
-about: The flags argument sets the graphics buffers (back, alpha, depth, stencil and accum). 
-The usecanvas argument is set to true if using maxgui with a canvas context.
-End Rem
-Function Graphics3D( width%, height%, depth%=0, Mode%=0, rate%=60, flags%=-1, usecanvas%=False )
-
-	'OpenLibrary()
-	
-	Select flags ' buffer values: back=2, alpha=4, depth=8, stencil=16, accum=32
-		Case -1 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ALPHABUFFER|GRAPHICS_DEPTHBUFFER|GRAPHICS_STENCILBUFFER|GRAPHICS_ACCUMBUFFER
-		Case -2 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ALPHABUFFER ' 2+4
-		Case -3 flags=GRAPHICS_BACKBUFFER|GRAPHICS_DEPTHBUFFER ' 2+8
-		Case -4 flags=GRAPHICS_BACKBUFFER|GRAPHICS_STENCILBUFFER ' 2+16
-		Case -5 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ACCUMBUFFER ' 2+32
-		Default flags=GRAPHICS_BACKBUFFER
-	End Select
-	
-	SetGraphicsDriver( GLMax2DDriver(),flags ) ' mixed 2d/3d
-	
-	If usecanvas ' using a canvas context
-		GraphicsResize( width,height )
-	Else ' create gfx context
-		Graphics( width,height,depth,rate,flags )		
-	EndIf
-	
-	_b3dDriver.GraphicsInit()
-	
-	Graphics3D_( width,height,depth,Mode,rate )
-	
-End Function
-
-Rem
-bbdoc: Draw text, does not need Max2D.
-End Rem
-Function Text( x%, y%, str$ )
-
-	' set active texture to texture 0 so gldrawtext will work correctly
-	If THardwareInfo.VBOSupport 'SMALLFIXES hack to keep non vbo GFX from crashing
-		glActiveTextureARB(GL_TEXTURE0)
-		glClientActiveTextureARB(GL_TEXTURE0)
-	EndIf
-		
-	glDisable(GL_LIGHTING)
-	glColor3f(1.0,1.0,1.0)
-	
-	' enable blend to hide text background
-	glEnable(GL_BLEND)
-	GLDrawText str,x,y
-	
-	glDisable(GL_BLEND)
-	glEnable(GL_LIGHTING)
-	
-	' disable texture 2D - needed as gldrawtext enables it, but doesn't disable after use
-	glDisable(GL_TEXTURE_2D)
-	
-End Function

+ 0 - 96
b3dglsdlgraphics.mod/b3dglsdlgraphics.bmx

@@ -1,96 +0,0 @@
-' Copyright (c) 2014 Mark Mcvittie, Bruce A Henderson
-'
-' This software is provided 'as-is', without any express or implied
-' warranty. In no event will the authors be held liable for any damages
-' arising from the use of this software.
-'
-' Permission is granted to anyone to use this software for any purpose,
-' including commercial applications, and to alter it and redistribute it
-' freely, subject to the following restrictions:
-'
-'    1. The origin of this software must not be misrepresented; you must not
-'    claim that you wrote the original software. If you use this software
-'    in a product, an acknowledgment in the product documentation would be
-'    appreciated but is not required.
-'
-'    2. Altered source versions must be plainly marked as such, and must not be
-'    misrepresented as being the original software.
-'
-'    3. This notice may not be removed or altered from any source
-'    distribution.
-'
-SuperStrict
-
-Rem
-bbdoc: SDL GLGraphics backend for B3D.
-End Rem
-Module b3d.b3dglsdlgraphics
-
-ModuleInfo "Version: 1.00"
-ModuleInfo "License: zlib/libpng"
-ModuleInfo "Copyright: 2014 Mark Mcvittie, Bruce A Henderson"
-
-ModuleInfo "History: 1.00 Initial Release"
-
-
-Import b3d.Openb3d
-Import SDL.GLSDLmax2d
-
-Rem
-bbdoc: <a href="http://www.blitzbasic.com/b3ddocs/command.php?name=Graphics3D">Online doc</a>
-about: The flags argument sets the graphics buffers (back, alpha, depth, stencil and accum). 
-The usecanvas argument is set to true if using maxgui with a canvas context.
-End Rem
-Function Graphics3D( width%, height%, depth%=0, Mode%=0, rate%=60, flags%=-1, usecanvas%=False )
-
-	'OpenLibrary()
-
-	Select flags ' buffer values: back=2, alpha=4, depth=8, stencil=16, accum=32
-		Case -1 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ALPHABUFFER|GRAPHICS_DEPTHBUFFER|GRAPHICS_STENCILBUFFER|GRAPHICS_ACCUMBUFFER
-		Case -2 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ALPHABUFFER ' 2+4
-		Case -3 flags=GRAPHICS_BACKBUFFER|GRAPHICS_DEPTHBUFFER ' 2+8
-		Case -4 flags=GRAPHICS_BACKBUFFER|GRAPHICS_STENCILBUFFER ' 2+16
-		Case -5 flags=GRAPHICS_BACKBUFFER|GRAPHICS_ACCUMBUFFER ' 2+32
-		Default flags=GRAPHICS_BACKBUFFER
-	End Select
-	
-	SetGraphicsDriver( GLMax2DDriver(),flags ) ' mixed 2d/3d
-	
-	If usecanvas ' using a canvas context
-		GraphicsResize( width,height )
-	Else ' create gfx context
-		Graphics( width,height,depth,rate,flags )		
-	EndIf
-	
-	_b3dDriver.GraphicsInit()
-	
-	Graphics3D_( width,height,depth,Mode,rate )
-	
-End Function
-
-
-Rem
-bbdoc: Draw text, does not need Max2D.
-End Rem
-Function Text( x%, y%, str$ )
-
-	' set active texture to texture 0 so gldrawtext will work correctly
-	If THardwareInfo.VBOSupport 'SMALLFIXES hack to keep non vbo GFX from crashing
-		glActiveTextureARB(GL_TEXTURE0)
-		glClientActiveTextureARB(GL_TEXTURE0)
-	EndIf
-		
-	glDisable(GL_LIGHTING)
-	glColor3f(1.0,1.0,1.0)
-	
-	' enable blend to hide text background
-	glEnable(GL_BLEND)
-	GLDrawText str,x,y
-	
-	glDisable(GL_BLEND)
-	glEnable(GL_LIGHTING)
-	
-	' disable texture 2D - needed as gldrawtext enables it, but doesn't disable after use
-	glDisable(GL_TEXTURE_2D)
-	
-End Function

+ 0 - 69
openb3d.mod/examples/CreateTexture.bmx

@@ -1,69 +0,0 @@
-' CreateTexture.bmx
-' from Blitz3D help
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-Graphics3D 800,600,0,2
-
-
-Local camera:TCamera=CreateCamera()
-
-Local light:TLight=CreateLight()
-RotateEntity light,90,0,0
-
-Local cube:TMesh=CreateCube()
-PositionEntity cube,0,0,5
-
-' Create texture of size 256x256
-Local tex:TTexture=CreateTexture(256,256)
-	
-BeginMax2D()
-
-' Clear texture buffer with background white color
-SetClsColor 255,255,255
-Cls
-
-' Draw text on texture
-Local font:TImageFont=LoadImageFont("arial",24)
-SetImageFont font
-SetColor 0,0,0
-DrawText "This texture",0,0
-DrawText "was created using",0,40
-SetColor 0,0,255
-DrawText "CreateTexture()",0,80
-SetColor 0,0,0
-DrawText "and drawn to using",0,120
-SetColor 0,0,255
-DrawText "GrabPixmap() and BufferToTex()",0,160
-
-EndMax2D()
-
-Local pix:TPixmap=GrabPixmap(0,0,256,256)
-If PixmapFormat(pix)<>PF_RGBA8888 Then pix=ConvertPixmap(pix,PF_RGBA8888)
-
-BufferToTex(tex,PixmapPixelPtr(pix,0,0))
-
-EntityTexture cube,tex
-
-
-While Not KeyDown(KEY_ESCAPE)
-
-	Local pitch#=0
-	Local yaw#=0
-	Local roll#=0
-
-	If KeyDown( key_down )=True Then pitch#=-1	
-	If KeyDown( key_up )=True Then pitch#=1
-	If KeyDown( key_left )=True Then yaw#=-1
-	If KeyDown( key_right )=True Then yaw#=1
-	If KeyDown( key_z )=True Then roll#=-1
-	If KeyDown( key_x )=True Then roll#=1
-
-	TurnEntity cube,pitch#,yaw#,roll#
-	
-	RenderWorld
-	Flip
-Wend
-End

+ 0 - 45
openb3d.mod/examples/CreateTexture2.bmx

@@ -1,45 +0,0 @@
-' CreateTexture2.bmx
-' per-pixel access for textures
-Strict
-
-
-Framework b3d.b3dglgraphics
-Import brl.random
-
-Graphics3D 800,600,0,2
-
-
-Local camera:TCamera=CreateCamera()
-CameraClsColor camera,80,160,240
-
-Local light:TLight=CreateLight()
-RotateEntity light,90,0,0
-
-Local cube:TMesh=CreateCube()
-PositionEntity cube,0,0,3
-
-Local size%=32
-Local tex:TTexture=CreateTexture(size,size)
-
-Local map:TPixmap=CreatePixmap(size,size,PF_RGBA8888)
-For Local i%=0 To PixmapWidth(map)-1
-	For Local j%=0 To PixmapHeight(map)-1
-		Local rgb%=Rand(0,255)+(Rand(0,255) Shl 8)+(Rand(0,255) Shl 16)
-		WritePixel map,i,j,rgb|$ff000000
-	Next
-Next
-
-BufferToTex tex,PixmapPixelPtr(map,0,0)
-EntityTexture cube,tex
-
-
-While Not KeyDown(key_escape)
-
-	TurnEntity cube,0.0,0.5,-0.1
-	
-	RenderWorld
-	
-	Flip
-
-Wend
-End

+ 0 - 54
openb3d.mod/examples/LoadTexture.bmx

@@ -1,54 +0,0 @@
-' LoadTexture.bmx
-' supported texture formats
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-Graphics3D 800,600,0,2
-
-
-Local camera:TCamera=CreateCamera()
-PositionEntity camera,0,7,0
-MoveEntity camera,0,0,-17
-
-Local light:TLight=CreateLight()
-TurnEntity light,45,45,0
-
-Local pivot:TPivot=CreatePivot()
-PositionEntity pivot,0,4,0
-
-Local temp:TMesh=CreateCube()
-Local box:TEntity[], inc%, tex:TTexture
-
-For Local t%=0 To 359 Step 360/6.9
-	box=box[..inc+1]
-	box[inc]=CopyEntity(temp,pivot)
-	TurnEntity box[inc],0,t,0
-	MoveEntity box[inc],0,0,10
-	If inc=0 Then tex=LoadTexture("media/compressed.gif")
-	If inc=1 Then tex=LoadTexture("media/compressed.jpg")
-	If inc=2 Then tex=LoadTexture("media/compressed.tga")
-	If inc=3 Then tex=LoadTexture("media/uncompressed.bmp")
-	If inc=4 Then tex=LoadTexture("media/uncompressed.png")
-	If inc=5 Then tex=LoadTexture("media/uncompressed.psd")
-	If inc=6 Then tex=LoadTexture("media/uncompressed.tga")
-	If inc<7 Then EntityTexture box[inc],tex
-	inc:+1
-Next
-FreeEntity temp
-
-
-While Not KeyHit(KEY_ESCAPE)
-
-	' turn camera
-	If KeyDown(KEY_LEFT) TurnEntity pivot,0,3,0
-	If KeyDown(KEY_RIGHT) TurnEntity pivot,0,-3,0
-	
-	UpdateWorld
-	RenderWorld
-	
-	Text 0,0,"Left/Right: turn camera"
-	
-	Flip
-Wend

+ 0 - 171
openb3d.mod/examples/balls_collision.bmx

@@ -1,171 +0,0 @@
-' balls_collision.bmx
-' from minib3d examples
-Strict
-
-
-Framework b3d.b3dglgraphics
-Import brl.random
-
-Local width%=800,height%=600,depth%=0,Mode%=2,hertz%=60
-
-Graphics3D width,height,depth,Mode,hertz
-
-
-' bullet type
-Type TBullet
-
-	Global list:TList=CreateList()
-	Global no% ' no of bullets
-	Field ent:TMesh
-	Field x#,y#,z#
-	Field vx#,vy#,vz#
-	Field life% ' life counter
-	
-	' create bullet
-	Function Shoot(x#,y#,z#,nx#,ny#,nz#)
-	
-		Local bull:TBullet=New TBullet
-		no=no+1
-		bull.ent=CreateSphere()
-		EntityColor bull.ent,64+Rand(191),64+Rand(191),64+Rand(191)
-		bull.x#=x#
-		bull.y#=y#
-		bull.z#=z#
-		bull.vx#=nx#
-		bull.vy#=ny#
-		bull.vz#=nz#
-		PositionEntity bull.ent,x#,y#,z#,True
-		EntityType bull.ent,1
-		EntityRadius bull.ent,1
-		ResetEntity bull.ent
-		ListAddLast(list,bull)
-
-	End Function
-	
-	' update bullet
-	Method Update()
-	 
-		' life counter is over 600, so bullet hasn't collided with anything for a long time - free it
-		If life>600
-			ListRemove list,Self
-			FreeEntity ent
-			no=no-1
-			Return
-		EndIf
-		
-		life=life+1 ' increase bullet life counter
-	
-		x#=EntityX(ent)
-		y#=EntityY(ent)
-		z#=EntityZ(ent)
-	
-		' check to see if the entity collided with the level
-		Local entity_hit% = CountCollisions(ent)
-
-		' if the entity collided with the level, make it bounce
-		If entity_hit
-	
-			' bullet has collided with level - reset life counter
-			life=0
-
-			' get the normal of the surface which the entity collided with
-			Local nx# = CollisionNX#(ent,1)
-			Local ny# = CollisionNY#(ent,1)
-			Local nz# = CollisionNZ#(ent,1)
-
-			' compute the dot product of the entity's motion vector and the normal of the surface collided with
-			Local vdotn# = vx#*nx# + vy#*ny# + vz#*nz#
-			
-			' calculate the normal force
-			Local nfx# = -2.0 * nx# * vdotn#
-			Local nfy# = -2.0 * ny# * vdotn# 
-			Local nfz# = -2.0 * nz# * vdotn#
-
-			' add the normal force to the direction vector. 
-			vx# = vx# + nfx#
-			vy# = vy# + nfy#
-			vz# = vz# + nfz#
-
-		EndIf
-		
-		' apply gravity
-		Local GRAVITY#=0.01
-		vy#=vy#-GRAVITY#
-
-		' update position values
-	
-		x#=x#+vx#
-		y#=y#+vy#
-		z#=z#+vz#
-			
-		PositionEntity ent,x#,y#,z#
-	
-	End Method
-	
-End Type
-
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,10,-10
-CameraRange cam,.5,500
-
-Local light:TLight=CreateLight(1)
-RotateEntity light,90,0,0
-
-Local mesh:TMesh=LoadMesh("media/test.b3d")
-
-ScaleMesh mesh,10,10,10
-
-' set collision radius and types
-EntityRadius cam,1,1
-EntityType cam,1
-EntityType mesh,2
-
-' enable collisions
-Collisions 1,2,2,2
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-
-While Not KeyDown(KEY_ESCAPE)		
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)*2-KeyDown(KEY_UP)*2,KeyDown(KEY_LEFT)*2-KeyDown(KEY_RIGHT)*2,0
-
-	' shoot bullet
-	If KeyHit(KEY_SPACE)
-	
-		TFormNormal 0,0,0.05,cam,Null
-	
-		TBullet.Shoot(EntityX#(cam,True),EntityY#(cam,True),EntityZ#(cam,True),TFormedX(),TFormedY(),TFormedZ())
-
-	EndIf
-	
-	' update bullets
-	For Local bull:TBullet=EachIn TBullet.list
-		bull.Update()
-	Next
-
-	UpdateWorld
-	RenderWorld
-	
-	renders=renders+1
-
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-	Text 0,20,"Press space to shoot a bullet"
-	Text 0,40,"No. of bullets: "+TBullet.no
-
-	Flip
-	
-Wend
-End

+ 0 - 91
openb3d.mod/examples/bones.bmx

@@ -1,91 +0,0 @@
-' bones.bmx
-' from minib3d examples
-Strict
-
-Framework b3d.b3dglgraphics
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,10,-15
-
-Local light:TLight=CreateLight()
-
-' load anim mesh
-Local ent:TMesh=LoadAnimMesh("media/zombie.b3d")
-
-' child entity variables
-Local child_ent:TEntity ' this will store child entity of anim mesh
-Local child_no%=1 ' used to select child entity
-Local count_children%=TEntity.CountAllChildren(ent) ' total no. of children belonging to entity
-
-' marker entity. will be used to highlight selected child entity (with zombie anim mesh it will be a bone)
-Local marker_ent:TMesh=CreateSphere(8)
-EntityColor marker_ent,255,255,0
-ScaleEntity marker_ent,.25,.25,.25
-EntityOrder marker_ent,-1
-
-' anim time - this will be incremented/decremented each frame and then supplied to SetAnimTime to animate entity
-Local anim_time#=0
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%=0, fps%=0
-
-
-While Not KeyDown(KEY_ESCAPE)		
-
-	If KeyHit(KEY_ENTER) Then DebugStop
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0
-
-	' change anim time values
-	If KeyDown(KEY_MINUS) Then anim_time#=anim_time#-0.1
-	If KeyDown(KEY_EQUALS) Then anim_time#=anim_time#+0.1
-	
-	' animte entity
-	SetAnimTime(ent,anim_time#)
-
-	' select child entity
-	If KeyHit(KEY_OPENBRACKET) Then child_no=child_no-1
-	If KeyHit(KEY_CLOSEBRACKET) Then child_no=child_no+1
-	If child_no<1 Then child_no=1
-	If child_no>count_children Then child_no=count_children
-	
-	' get child entity
-	Local count%=0 ' this is just a count variable needed by GetChildFromAll. must be set to 0.
-	child_ent=ent.GetChildFromAll(child_no,count) ' get child entity
-
-	' position marker entity at child entity position
-	If child_ent<>Null
-		PositionEntity marker_ent,EntityX(child_ent,True),EntityY(child_ent,True),EntityZ(child_ent,True)
-	EndIf
-
-	RenderWorld
-	renders=renders+1
-	
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	'Text 0,0,"FPS: "+fps
-	'Text 0,20,"+/- to animate"
-	'Text 0,40,"[] to select different child entity (bone)"
-	If child_ent<>Null
-Local t:TEntity=FindChild(child_ent,EntityName(child_ent))
-	'	Text 0,60,"Child Name: "+EntityName(child_ent)'+", child: "+Int(t)
-	EndIf
-	'Text 0,80,"No children: "+count_children
-
-	Flip
-	
-Wend
-End

+ 0 - 93
openb3d.mod/examples/camerapick.bmx

@@ -1,93 +0,0 @@
-' camerapick.bmx
-' from minib3d examples
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,0,-15
-
-Local light:TLight=CreateLight()
-RotateEntity light,45,0,0
-
-Local marker:TMesh=CreateSphere()
-ScaleEntity marker,0.2,0.2,0.2
-EntityColor marker,255,0,0
-
-Local sphere:TMesh=CreateSphere()
-EntityRadius sphere,1
-EntityPickMode sphere,1
-PositionEntity sphere,-10,0,0
-
-Local mesh:TMesh=LoadMesh("media/teapot.b3d")
-EntityPickMode mesh,2
-ScaleEntity mesh,4,4,4
-
-Local box:TMesh=CreateCube()
-FitMesh box,-2,-1,-1,4,2,2
-EntityBox box,-2,-1,-1,4,2,2
-EntityPickMode box,3
-PositionEntity box,10,0,0
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-
-While Not KeyDown(KEY_ESCAPE)		
-
-	If KeyHit(KEY_ENTER) Then DebugStop
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0
-	
-	TurnEntity mesh,0,1,0
-
-	' if mousedown then perform camerapick
-	Local myPick:TEntity
-	If MouseDown(1)
-	
-		' reset entity colors
-		EntityColor sphere,255,255,255
-		EntityColor mesh,255,255,255
-		EntityColor box,255,255,255
-
-		myPick=CameraPick(cam,MouseX(),MouseY())
-		
-		If myPick<>Null
-			EntityColor myPick,255,255,0
-			PositionEntity marker,PickedX(),PickedY(),PickedZ()
-		EndIf
-	
-	EndIf
-
-	RenderWorld
-	renders=renders+1
-
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-	
-	If myPick<>Null
-	'	Text 0,20,"Picked!"
-	Else
-	'	Text 0,20,"Not Picked"
-	EndIf
-
-	Flip
-
-Wend
-End

+ 0 - 54
openb3d.mod/examples/cameraprojmode.bmx

@@ -1,54 +0,0 @@
-' cameraprojmode.bmx
-' from minib3d examples
-
-Strict
-
-Framework b3d.b3dglgraphics
-
-Graphics3D 800,600,0
-
-
-Local camera:TCamera=CreateCamera()
-PositionEntity camera,0,0,-10
-
-Local light:TLight=CreateLight()
-RotateEntity light,0,0,0
-
-' create cube 1, near to camera
-Local cube1:TMesh=CreateCube()
-EntityColor cube1,255,0,0
-PositionEntity cube1,0,0,0
-
-' create cube 2, same size as cube 1 but further away
-Local cube2:TMesh=CreateCube()
-EntityColor cube2,0,255,0
-PositionEntity cube2,5,5,5
-
-' camera proj mode value
-Local Mode%=1, zoom#
-
-
-While Not KeyDown(KEY_ESCAPE)
-
-	' If spacebar pressed then change mode value
-	If KeyHit(KEY_SPACE)=True Then Mode=Mode+1 ; If Mode=3 Then Mode=0
-	
-	' If mode value = 2 (orthagraphic), then reduce zoom value To 0.1
-	If Mode=2 Then zoom=0.1 Else zoom=1
-	
-	' set camera projection mode using mode value
-	CameraProjMode camera,Mode
-	
-	' set camera zoom using zoom value
-	CameraZoom camera,zoom
-	
-	RenderWorld
-	
-	Text 0,0,"Press spacebar to change the camera project mode"
-	Text 0,20,"CameraProjMode camera,"+Mode
-	Text 0,40,"CameraZoom camera,"+zoom
-	
-	Flip
-
-Wend
-End

+ 0 - 188
openb3d.mod/examples/cubemap.bmx

@@ -1,188 +0,0 @@
-' cubemap.bmx
-' from minib3d examples
-
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,8,-10
-
-' create separate camera for updating cube map - this allows us to avoid any confusion
-Local cube_cam:TCamera=CreateCamera()
-HideEntity cube_cam
-
-Local light:TLight=CreateLight(2)
-RotateEntity light,45,45,0
-PositionEntity light,10,10,0
-LightRange light,10
-
-' load object we will apply cubemap to - the classic teapot
-Local teapot:TMesh=LoadMesh("media/teapot.b3d")
-ScaleEntity teapot,5,5,5
-PositionEntity teapot,0,6,10
-
-' ground
-Local ground:TMesh=LoadMesh("media/grid.b3d")
-ScaleEntity ground,1000,1,1000
-EntityColor ground,168,133,55
-Local ground_tex:TTexture=LoadTexture("media/sand.bmp")
-ScaleTexture ground_tex,0.001,0.001
-EntityTexture ground,ground_tex
-
-' sky
-Local sky:TMesh=CreateSphere(24)
-ScaleEntity sky,500,500,500
-FlipMesh sky
-EntityFX sky,1
-Local sky_tex:TTexture=LoadTexture("media/sky.bmp")
-EntityTexture sky,sky_tex
-
-' cactus
-Local cactus:TMesh=LoadMesh("media/cactus2.b3d")
-FitMesh cactus,-5,0,0,2,6,0.5
-
-' camel
-Local camel:TMesh=LoadMesh("media/camel.b3d")
-FitMesh camel,5,0,0,6,5,4
-
-' load ufo to give us a dynamic moving object that the cubemap will be able to reflect
-Local ufo_piv:TPivot=CreatePivot()
-PositionEntity ufo_piv,0,10,10
-Local ufo:TMesh=LoadMesh("media/green_ufo.b3d",ufo_piv)
-PositionEntity ufo,0,0,10
-
-' create texture with color + cubic environment map
-Local tex:TTexture=CreateTexture(256,256,1+128)
-
-' apply cubic environment map to teapot
-EntityTexture teapot,tex
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%, ticks%=0
-
-Local blendmode%, cubemode%=1
-
-
-While Not KeyDown(KEY_ESCAPE)
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0
-	
-	' change cube mode: specular, diffuse
-	If KeyHit(KEY_M)
-		cubemode=cubemode+1
-		If cubemode=3 Then cubemode=1
-		SetCubeMode tex,cubemode
-	EndIf
-	
-	' alpha blending
-	If KeyHit(KEY_B) Then blendmode=Not blendmode
-	If blendmode=0 Then EntityAlpha teapot,1.0
-	If blendmode=1 Then EntityAlpha teapot,0.7
-	
-	' turn ufo pivot, causing child ufo mesh to spin around it (and teapot)
-	TurnEntity ufo_piv,0,2,0
-	TurnEntity teapot,0,0.5,-0.1
-	
-	' hide main camera before updating cube map - we don't need to render it when cube_cam is rendered
-	HideEntity cam
-
-	' update cubemap
-	If ticks=0 Then UpdateCubemap(tex,cube_cam,teapot)
-	ticks:+1 ; If ticks>=2 Then ticks=0 ' once every 3 ticks
-	
-	' show main camera again
-	ShowEntity cam
-
-	RenderWorld
-	
-	' calculate fps
-	renders=renders+1
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-	Text 0,20,"M: cubemode = "+cubemode+", B: blendmode = "+blendmode
-
-	Flip
-
-Wend
-
-
-Function UpdateCubemap(tex:TTexture,camera:TCamera,entity:TEntity)
-
-	Local tex_sz%=TextureWidth(tex)
-
-	' show the camera we have specifically created for updating the cubemap
-	ShowEntity camera
-	
-	' hide entity that will have cubemap applied to it.
-	' This is so we can get cubemap from its position, without it blocking the view
-	HideEntity entity
-
-	' position camera where the entity is - this is where we will be rendering views from for cubemap
-	PositionEntity camera,EntityX#(entity),EntityY#(entity),EntityZ#(entity)
-
-	CameraClsMode camera,False,True
-	
-	' set the camera's viewport so it is the same size as our texture
-	' - so we can fit entire screen contents into texture
-	CameraViewport camera,0,GraphicsHeight()-tex_sz,tex_sz,tex_sz ' y is inverted
-	
-	' update cubemap - Blitz3D uses CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
-
-	' do left view	
-	SetCubeFace tex,0
-	RotateEntity camera,0,90,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' do forward view
-	SetCubeFace tex,1
-	RotateEntity camera,0,0,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' do right view	
-	SetCubeFace tex,2
-	RotateEntity camera,0,-90,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' do backward view
-	SetCubeFace tex,3
-	RotateEntity camera,0,180,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' do up view
-	SetCubeFace tex,4
-	RotateEntity camera,-90,0,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' do down view
-	SetCubeFace tex,5
-	RotateEntity camera,90,0,0
-	RenderWorld
-	BackBufferToTex tex
-	
-	' show entity again
-	ShowEntity entity
-	
-	' hide the cubemap camera
-	HideEntity camera
-	
-End Function

+ 0 - 55
openb3d.mod/examples/entityvisible.bmx

@@ -1,55 +0,0 @@
-' entityvisible.bmx
-' from minib3d examples
-
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-Local light:TLight=CreateLight(1)
-RotateEntity light,90,0,0
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,10,-10
-
-Local sphere1:TMesh=CreateSphere()
-PositionEntity sphere1,0,0,-2
-EntityColor sphere1,255,0,0
-
-Local box:TMesh=CreateCube()
-ScaleMesh box,2,1.5,0.5
-EntityPickMode box,2,True
-
-Local sphere2:TMesh=CreateSphere()
-PositionEntity sphere2,0,0,2
-EntityColor sphere2,0,255,0
-
-PointEntity cam,sphere2
-
-
-While Not KeyHit(KEY_ESCAPE)
-
-	If KeyDown(KEY_LEFT) Then MoveEntity box,-0.1,0,0
-	If KeyDown(KEY_RIGHT) Then MoveEntity box,0.1,0,0
-	
-	Local visible%=EntityVisible(sphere1,sphere2)
-	
-	RenderWorld
-	
-	Text 0,0,"Use left/right cursor keys to move block"
-	
-	If visible=True
-		Text 0,20,"Balls can see each other"
-	Else
-		Text 0,20,"Balls can't see each other" 
-	EndIf
-	
-	Flip
-
-Wend
-End

+ 0 - 75
openb3d.mod/examples/fog.bmx

@@ -1,75 +0,0 @@
-' fog.bmx
-' from minib3d examples
-
-Framework b3d.b3dglgraphics
-
-Strict
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-ClearTextureFilters
-
-Local cam:TCamera=CreateCamera()
-CameraFogMode cam,1
-CameraFogRange cam,0,1000
-PositionEntity cam,0,100,-100
-
-Local light:TLight=CreateLight(1)
-
-Local grid:TMesh=LoadAnimMesh("media/grid.b3d")
-ScaleEntity grid,100,1,100
-
-Local tex:TTexture=LoadTexture("media/test.png")
-
-Local cube:TMesh=CreateCube()
-Local sphere:TMesh=CreateSphere()
-Local cylinder:TMesh=CreateCylinder()
-Local cone:TMesh=CreateCone()
-
-PositionEntity cube,0,100,250
-PositionEntity sphere,500,100,500
-PositionEntity cylinder,-500,100,750
-PositionEntity cone,0,100,1000
-
-ScaleEntity cube,100,100,100
-ScaleEntity sphere,100,100,100
-ScaleEntity cylinder,100,100,100
-ScaleEntity cone,100,100,100
-
-EntityTexture cube,tex
-EntityTexture sphere,tex
-EntityTexture cylinder,tex
-EntityTexture cone,tex
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-
-While Not KeyDown(KEY_ESCAPE)		
-
-	If KeyHit(KEY_ENTER) Then DebugStop
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)*10-KeyDown(KEY_A)*10,0,KeyDown(KEY_W)*10-KeyDown(KEY_S)*10
-	TurnEntity cam,KeyDown(KEY_DOWN)*2-KeyDown(KEY_UP)*2,KeyDown(KEY_LEFT)*2-KeyDown(KEY_RIGHT)*2,0
-
-	RenderWorld
-	renders=renders+1
-
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-
-	Flip
-	
-Wend
-End

+ 0 - 73
openb3d.mod/examples/geosphere.bmx

@@ -1,73 +0,0 @@
-' geosphere.bmx
-' www.freebasic.net/forum/viewtopic.php?f=14&t=15409&start=705
-
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-
-Graphics3D 800,600,0,2
-
-
-Local camera:TCamera=CreateCamera()
-CameraRange camera,0.00001,100
-MoveEntity camera,0,0,-23
-
-Local x:TGeosphere=LoadGeosphere("media/srtm_ramp2.world.jpg") ' heightmap
-'Local x:TGeosphere=CreateGeosphere(2700)
-ScaleEntity x,0.01,0.01,0.01
-
-Local light:TLight=CreateLight()
-MoveEntity light,10,10,10
-PointEntity light,x
-
-Local tex:TTexture=LoadTexture("media/MapOfEarth.jpg") ' colormap
-Local mapheight%=1350
-ScaleTexture tex,mapheight,mapheight
-EntityTexture x,tex
-
-EntityPickMode x,2
-Local sphere:TMesh=CreateSphere()
-ScaleEntity sphere,0.1,0.1,0.1
-EntityColor sphere,255,0,0
-
-EntityType camera,1
-EntityRadius camera,0.03
-EntityType x,2
-Collisions 1,2,2,2 ' set collisons: 2 = elipsoid-polygon method, 2 = full-slide reponse
-
-Local wiretoggle%=-1
-
-
-While Not KeyDown(KEY_ESCAPE)
-
-	' zoom
-	If KeyDown(KEY_A) Then MoveEntity camera,0,0,0.08
-	If KeyDown(KEY_Z) Then MoveEntity camera,0,0,-0.08
-	
-	' move camera
-	If KeyDown(KEY_UP) Then TurnEntity camera,-0.5,0,0,0
-	If KeyDown(KEY_DOWN) Then TurnEntity camera,0.5,0,0,0
-	If KeyDown(KEY_LEFT) Then TurnEntity camera,0,0.5,0,0
-	If KeyDown(KEY_RIGHT) Then TurnEntity camera,0,-0.5,0,0
-	
-	' spin geosphere
-	If KeyDown(KEY_SPACE) Then TurnEntity x,0,0.5,0
-	
-	' wireframe
-	If KeyHit(KEY_W) Then wiretoggle=-wiretoggle
-	If wiretoggle=1 Then Wireframe True Else Wireframe False
-	
-	CameraPick camera,MouseX(),MouseY()
-	PositionEntity sphere,PickedX(),PickedY(),PickedZ()
-	
-	UpdateWorld 1
-	RenderWorld
-	
-	Text 0,0,"A/Z: zoom, Arrows: move camera, Space: spin geo, W: wireframe"
-	Text 0,20,"x = "+EntityX(camera)+" y = "+EntityY(camera)+" z = "+EntityZ(camera)
-
-	Flip
-
-Wend

+ 0 - 79
openb3d.mod/examples/light.bmx

@@ -1,79 +0,0 @@
-' light.bmx
-' from minib3d examples
-
-Strict
-
-
-Framework b3d.b3dglgraphics
-
-
-Local width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-AmbientLight 32,32,32
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,0,-60
-
-Local light:TLight=CreateLight(2)
-LightColor light,255,0,0
-LightRange light,5
-
-Local lr%
-Local light2:TLight=CreateLight(2)
-LightColor light2,0,255,0
-LightRange light2,5
-PositionEntity light2,0,0,10
-
-Local ent1:TMesh=LoadAnimMesh("media/grid.b3d")
-Local ent2:TEntity=CopyEntity(ent1)
-
-PositionEntity ent1,0,10,0
-PositionEntity ent2,0,-10,0
-
-RotateEntity ent1,180,0,0
-
-Local ent3:TMesh=CreateSphere()
-Local ent4:TMesh=CreateSphere()
-
-PositionEntity ent3,-10,0,0
-PositionEntity ent4,10,0,0
-
-ScaleEntity ent3,4,4,4
-ScaleEntity ent4,4,4,4
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-
-While Not KeyDown(KEY_ESCAPE)		
-
-	If KeyHit(KEY_ENTER) Then DebugStop
-	If KeyHit(KEY_L)
-		lr=Not lr
-		If lr Then LightRange light2,0 Else LightRange light2,5
-	EndIf
-	
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0
-	
-	RenderWorld
-	renders=renders+1
-	
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-
-	Flip
-
-Wend
-End

+ 0 - 179
openb3d.mod/examples/max2d.bmx

@@ -1,179 +0,0 @@
-' max2d.bmx
-' from minib3d examples
-
-Strict
-
-
-Framework b3d.b3dglgraphics
-Import sdl.glmax2d
-
-Import brl.random
-Import brl.pngloader
-
-Global width%=800,height%=600,depth%=0,Mode%=2
-
-Graphics3D width,height,depth,Mode
-
-
-' Initialise MiniB3D program (spheremap)
-' --------------------------------------
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,0,-3
-
-Local light:TLight=CreateLight()
-RotateEntity light,90,0,0
-
-' load object we will apply spheremap to - the classic teapot
-Local teapot:TMesh=LoadMesh("media/teapot.b3d")
-
-' load texture with color + spherical environment map
-Local tex:TTexture=LoadTexture("media/spheremap.bmp",1+64)
-
-' apply spherical environment map to teapot
-EntityTexture teapot,tex
-
-
-' Initialise Max2D program
-' ------------------------
-
-' Create a spark type
-Type spark
-	Field x#,y#,z#,vy#,xd#,yd#,zd#,r#,g#,b#,alpha#
-End Type
-
-' Load spark image
-Global sparki:TImage=LoadImage("media/spark.png")
-
-' Set no. of sparks to be created per firework
-Global no_sparks%=500
-
-' Create spark list
-Global spark_list:TList=New TList
-
-' Load and set font
-Global font:TImageFont=LoadImageFont("Arial.ttf",1)
-SetImageFont font
-
-
-' Main loop
-' ---------
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-While Not KeyDown(KEY_ESCAPE)
-
-	' control camera
-	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
-	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0
-	
-	TurnEntity teapot,0,1,0
-
-	RenderWorld
-	renders=renders+1
-		
-	' calculate fps
-	If MilliSecs()-old_ms>=1000
-		old_ms=MilliSecs()
-		fps=renders
-		renders=0
-	EndIf
-	
-	Text 0,0,"FPS: "+fps
-
-	BeginMax2D() ' MiniB3D function
-	UpdateMax2D() ' your function
-	EndMax2D() ' MiniB3D function
-
-	Flip
-	Cls
-
-Wend
-End
-
-
-Function UpdateMax2D()
-
-	' If space key pressed then create new set of sparks (new firework)
-
-	If KeyHit(KEY_SPACE)
-
-		Local x#=Rand(-100,100)
-		Local y#=Rand(-100,100)
-		Local z#=200
-
-		Local r#=Rand(255)
-		Local g#=Rand(255)
-		Local b#=Rand(255)
-
-		For Local i%=1 To no_sparks
-
-			Local speed#=0.1
-
-			Local ang1#=Rnd!(360)
-			Local ang2#=Rnd!(360)
-
-			Local sp:spark=New Spark
-			spark_list.AddLast sp
-
-			sp.x=x#
-			sp.y=y#
-			sp.z=z#
-
-			sp.xd=Cos(ang1#)*Cos(ang2#)*speed#
-			sp.yd=Cos(ang1#)*Sin(ang2#)*speed#
-			sp.zd=Sin(ang1#)*speed#
-	
-			sp.r=r
-			sp.g=g
-			sp.b=b
-			sp.alpha=1
-	
-		Next
-
-	EndIf
-
-	' Draw all sparks
-
-	For Local sp:spark=EachIn spark_list
-
-		' If spark alpha is above 0 then draw it...
-
-		If sp.alpha>0
-
-			sp.x=sp.x+sp.xd*10.0
-			sp.y=sp.y+sp.yd*10.0
-			sp.z=sp.z+sp.zd*10.0
-			sp.y=sp.y+sp.vy#
-			sp.vy=sp.vy+0.02
-
-			' Calculate x and y draw values based on x,y,z co-ordinates
-			Local x#=(width/2.0)+((sp.x/sp.z)*500)
-			Local y#=(height/2.0)+((sp.y/sp.z)*500)
-
-			sp.alpha=sp.alpha-0.01
-
-			SetColor sp.r#,sp.g#,sp.b#
-			SetBlend LIGHTBLEND
-			SetAlpha sp.alpha
-			SetScale 20/sp.z,20/sp.z
-			DrawImage sparki,x#,y#
-
-		'...else remove spark from spark list
-
-		Else
-
-			spark_list.Remove sp
-
-		EndIf
-
-	Next
-
-	SetBlend SOLIDBLEND
-	SetScale 1,1
-	SetColor 255,255,255
-	DrawText "Press space to ignite firework",0,20
-	
-End Function

+ 0 - 138
openb3d.mod/examples/maxgui.bmx

@@ -1,138 +0,0 @@
-' maxgui.bmx
-' from minib3d examples (Based on code by Birdie and Peter Scheutz)
-
-Import "../openb3dlib.bmx"
-
-?Linux
-Import bah.gtkmaxgui
-?Not Linux
-Import maxgui.drivers
-?
-
-Strict
-
-SetGraphicsDriver GLMax2DDriver() ' needed before CreateCanvas in Windows
-
-Local win:TGadget=CreateWindow("MiniB3D in a GUI window", 10, 10, 512, 512 )
-
-Local can:TGadget=CreateCanvas(0,0,ClientWidth(win),ClientHeight(win),win,0)
-SetGadgetLayout can,1,1,1,1
-SetGraphics CanvasGraphics(can)
-
-Graphics3D ClientWidth(win),ClientHeight(win),0,2,60,-1,True ' true if using a canvas context
-
-
-Local cam:TCamera=CreateCamera()
-PositionEntity cam,0,0,-10
-
-Local light:TLight=CreateLight(1)
-
-Local tex:TTexture=LoadTexture("media/test.png")
-
-Local cube:TMesh=CreateCube()
-Local sphere:TMesh=CreateSphere()
-Local cylinder:TMesh=CreateCylinder()
-Local cone:TMesh=CreateCone() 
-
-PositionEntity cube,-6,0,0
-PositionEntity sphere,-2,0,0
-PositionEntity cylinder,2,0,0
-PositionEntity cone,6,0,0
-
-EntityTexture cube,tex
-EntityTexture sphere,tex
-EntityTexture cylinder,tex
-EntityTexture cone,tex
-
-Local cx#=0
-Local cy#=0
-Local cz#=0
-
-Local pitch#=0
-Local yaw#=0
-Local roll#=0
-
-' used by fps code
-Local old_ms%=MilliSecs()
-Local renders%, fps%
-
-Local up_key%, down_key%, left_key%, right_key%
-
-CreateTimer(60)
-
-
-While True
-
-	WaitEvent()
-
-	Select EventID()
-
-		Case EVENT_KEYDOWN
-		
-			Select EventData()
-				Case KEY_ESCAPE
-					End
-				Case KEY_UP
-					up_key=True
-				Case KEY_DOWN
-					down_key=True			
-				Case KEY_LEFT
-					left_key=True
-				Case KEY_RIGHT
-					right_key=True	
-			EndSelect
-			
-		Case EVENT_KEYUP
-		
-			Select EventData()
-				Case KEY_UP
-					up_key=False
-				Case KEY_DOWN
-					down_key=False			
-				Case KEY_LEFT
-					left_key=False
-				Case KEY_RIGHT
-					right_key=False	
-			EndSelect
-
-		Case EVENT_WINDOWCLOSE
-		
-            End
-
-		Case EVENT_WINDOWSIZE
-		
-			GraphicsResize(ClientWidth(win),ClientHeight(win)) ' update width/height values
-			
-			CameraViewport(cam,0,0,ClientWidth(win),ClientHeight(win)) ' set camera size
-			
-			DebugLog "EVENT_WINDOWSIZE" 
-
-		Case EVENT_TIMERTICK
-
-			If up_key Then cz#=cz#+1.0
-			If left_key Then cx#=cx#-1.0
-			If right_key Then cx#=cx#+1.0
-			If down_key Then cz#=cz#-1.0
-
-			MoveEntity cam,cx#*0.5,cy#*0.5,cz#*0.5
-			RotateEntity cam,pitch#,yaw#,roll#
-			
-			cx#=0
-			cy#=0
-			cz#=0
-
-			RedrawGadget can
-              
-		Case EVENT_GADGETPAINT
-			
-			SetGraphics CanvasGraphics(can)
-
-			TurnEntity cube,0,1,0
-
-			RenderWorld
-			
-			Flip
-                                
-	EndSelect
-	
-Wend

BIN
openb3d.mod/examples/media/07_DIFFUSE.jpg


BIN
openb3d.mod/examples/media/07_DISP.jpg


BIN
openb3d.mod/examples/media/07_NORMAL.jpg


BIN
openb3d.mod/examples/media/09_DIFFUSE.jpg


BIN
openb3d.mod/examples/media/09_DISP.jpg


BIN
openb3d.mod/examples/media/09_NORMAL.jpg


BIN
openb3d.mod/examples/media/Ball.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Brick01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Brick02.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Button.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Button_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/CapMark.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/CapMark_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Carpet.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Door.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Fence.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Fence_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Grass01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Grass02.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Main.b3d


BIN
openb3d.mod/examples/media/Castle/Castle/Main2.b3d


BIN
openb3d.mod/examples/media/Castle/Castle/Marble01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Marble02.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Net.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Net_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Photo01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Photo01_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Photo02.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Photo02_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Rock.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/RockSand.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Roof.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Sand01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Sand02.bmp


+ 0 - 1
openb3d.mod/examples/media/Castle/Castle/Settings.ini

@@ -1 +0,0 @@
-2500

BIN
openb3d.mod/examples/media/Castle/Castle/Star.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Stone.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Tree.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Tree_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Water01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Water02.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Window.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Window_MASK.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Wood01.bmp


BIN
openb3d.mod/examples/media/Castle/Castle/Wood02.bmp


BIN
openb3d.mod/examples/media/Envroll.bmp


BIN
openb3d.mod/examples/media/Envwall.bmp


BIN
openb3d.mod/examples/media/MapOfEarth.jpg


BIN
openb3d.mod/examples/media/Zombie.jpg


BIN
openb3d.mod/examples/media/alpha_map.jpg


BIN
openb3d.mod/examples/media/cactus2.b3d


BIN
openb3d.mod/examples/media/camel.b3d


BIN
openb3d.mod/examples/media/colorkey.jpg


BIN
openb3d.mod/examples/media/compressed.gif


BIN
openb3d.mod/examples/media/compressed.jpg


BIN
openb3d.mod/examples/media/compressed.tga


BIN
openb3d.mod/examples/media/gradient.bmp


BIN
openb3d.mod/examples/media/green_ufo.b3d


BIN
openb3d.mod/examples/media/grid.b3d


BIN
openb3d.mod/examples/media/oil-drum/oildrum.3ds


BIN
openb3d.mod/examples/media/oil-drum/oildrum.jpg


BIN
openb3d.mod/examples/media/sand.bmp


BIN
openb3d.mod/examples/media/shingle.bmp


BIN
openb3d.mod/examples/media/sky.bmp


BIN
openb3d.mod/examples/media/spark.png


BIN
openb3d.mod/examples/media/spheremap.bmp


BIN
openb3d.mod/examples/media/srtm_ramp2.world.jpg


BIN
openb3d.mod/examples/media/stars.png


BIN
openb3d.mod/examples/media/teapot.b3d


BIN
openb3d.mod/examples/media/test.b3d


BIN
openb3d.mod/examples/media/test.png


BIN
openb3d.mod/examples/media/test_lm.bmp


BIN
openb3d.mod/examples/media/tex1.jpg


BIN
openb3d.mod/examples/media/tex2.jpg


BIN
openb3d.mod/examples/media/uncompressed.bmp


BIN
openb3d.mod/examples/media/uncompressed.png


BIN
openb3d.mod/examples/media/uncompressed.psd


BIN
openb3d.mod/examples/media/uncompressed.tga


BIN
openb3d.mod/examples/media/wood-crate/wcrate.jpg


BIN
openb3d.mod/examples/media/wood-crate/wcrate1.3ds


BIN
openb3d.mod/examples/media/zombie.b3d


+ 0 - 33
openb3d.mod/examples/post.bmk

@@ -1,33 +0,0 @@
-# post build script
-#
-#
-
-@define copyDLL
-	if bmk.Platform() == "macos" then
-
-		framework = "SDL2.framework"
-
-		# frameworks folder exists?
-		folder = %exepath% .. "/../Frameworks"
-
-		if sys.FileType(folder) == 0 then
-			sys.CreateDir(folder)
-		end
-	
-		# framework exists?
-		if sys.FileType(folder .. "/" .. framework) == 0 then
-
-			# assumes Sparkle.framework.zip is in the module folder.
-			zip = utils.ModulePath("sdl.sdl") .. "/lib/macos/" .. framework .. ".zip"
-		
-			os.execute("unzip -qq " .. zip .. " -d " .. folder)
-	
-		end
-
-	end	
-
-@end
-
-
-#copy the shared objects
-copyDLL

+ 0 - 14
openb3d.mod/examples/shaders/alphamap.frag.glsl

@@ -1,14 +0,0 @@
-// www.gamedev.net/topic/626244-glsl-pixel-color-based-on-alpha/
-
-varying vec2 texCoords;
-uniform sampler2D tex;
-uniform sampler2D alphatex;
-
-void main()
-{
-	vec4 pixel = texture2D(tex, texCoords);
-	vec4 alpha_color = texture2D(alphatex, texCoords);
-	pixel.a = alpha_color.r;
-	
-	gl_FragColor = pixel;
-}

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