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- Global info1$="Flag demo"
- Global info2$="Features mesh deformation"
- Include "../start.bb"
- Const segs=128,width#=4,depth#=.125
- mesh=CreateMesh()
- surf=CreateSurface( mesh )
- For k=0 To segs
- x#=Float(k)*width/segs-width/2
- u#=Float(k)/segs
- AddVertex surf,x,1,0,u,0
- AddVertex surf,x,-1,0,u,1
- Next
- For k=0 To segs-1
- AddTriangle surf,k*2,k*2+2,k*2+3
- AddTriangle surf,k*2,k*2+3,k*2+1
- Next
- b=LoadBrush( "b3dlogo.jpg" )
- PaintSurface surf,b
- camera=CreateCamera()
- PositionEntity camera,0,0,-5
- light=CreateLight()
- TurnEntity light,45,45,0
- While Not KeyHit(1)
- ph#=MilliSecs()/4
- cnt=CountVertices(surf)-1
- For k=0 To cnt
- x#=VertexX(surf,k)
- y#=VertexY(surf,k)
- z#=Sin(ph+x*300)*depth
- VertexCoords surf,k,x,y,z
- Next
- UpdateNormals mesh
-
- If KeyDown(26) TurnEntity camera,0,1,0
- If KeyDown(27) TurnEntity camera,0,-1,0
- If KeyDown(30) MoveEntity camera,0,0,.1
- If KeyDown(44) MoveEntity camera,0,0,-.1
-
- If KeyDown(203) TurnEntity mesh,0,1,0,True
- If KeyDown(205) TurnEntity mesh,0,-1,0,True
- If KeyDown(200) TurnEntity mesh,1,0,0,True
- If KeyDown(208) TurnEntity mesh,-1,0,0,True
-
- UpdateWorld
- RenderWorld
- Flip
- Wend
- End
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