Ogre3D for Blitz3D
BlitzMax Forums/BlitzMax Programming/Ogre3D for Blitz3D
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At first: excuse my bad english (i should put this phrase in my sig) i work on a Ogre3D Wrapper for Blitz3D, named "BlitzOgre3D". For the moment it is not yet productively usable, but i'am working on it. ![]() the Changelog so far 06.05.2010 // v0.41 added : MouseX%() added : MouseY%() added : MouseDown%(button%) added : KeyHit%(keycode%) added : MouseHit%(button%) added : MouseMoved%() changed : die BlitzOgre3D.dll ist nun gegen die VC++ Runtimelibrary gelinkt bis 06.05.2010 // v0.41 added : AddResourceDir(resource_dir$) added : GenerateEntityName$(prefix$ = "entity_") added : GetPath$(fullpath$) added : UseDirectX() added : UseOpenGL() added : SetPluginCfg(plugin_cfg$ = "plugins.cfg") added : SetConfigFile(config_file$ = "bo3d.cfg") added : SetLogFile(log_file$ = "bo3d.log") added : InitOgre%(width% = 800, height% = 600, depth% = 32, fullscreen% = False) added : Graphics3D%(width% = 800, height% = 600, depth% = 32, fullscreen% = False) added : EndGraphics() added : RenderWorld%(lastUpdate# = 0.0) added(0) : Dither(enable% = True) added : WBuffer(enable% = False) added : AntiAlias(value% = 0) added(0) : HWMultiTex(enable% = True) added(0) : UpdateWorld(anim_speed# = 1.0) added(0) : CaptureWorld(); added : ClearWorld() added(0) : LoaderMatrix(file_extension$, xx#, xy#, xz#, yx#, yy#, yz#, zx#, zy#, zz#) added : TrisRendered%() added : CreateCamera.obj(entity_name$ = "") added : CameraClsColor(camera.obj, r# = 0.0, g# = 0.0, b# = 0.0) added : CameraRange(camera.obj, near# = 0.1, far# = 1000.0) added : WireFrame(camera.obj, mode% = PM_WIREFRAME) added : PositionEntity(entity.obj, x#, y#, z#) added : MoveEntity(entity.obj, x#, y#, z#) added : RotateEntity(entity.obj, x#, y#, z#) added : TurnEntity(entity.obj, x#, y#, z#) added : CreateCube.obj(entity_name$ = "") added : AmbientLight(r# = 0.0, g# = 0.0, b# = 0.0) added : CreateLight.obj(light_type% = LT_POINT, entity_name$ = "") added : LightColor(light.obj, r# = 1.0, g# = 1.0, b# = 1.0) added : LoadMesh.obj(file$, entity_name$ = "") added : KeyDown%(keycode%) added : CreateOverlay.obj(overlay_name$ = "") added : OverlayAdd2D(overlay.obj, container.obj) added : ShowOverlay(overlay.obj, enable% = True) added : CreatePanel.obj(x#, y#, width#, height#, panel_name$ = "") added : PanelAddChild(panel.obj, child.obj) added : CreateTextArea.obj(x#, y#, width#, height#, textarea_name$ = "") added : TextAreaText(textArea.obj, txt$) added : TextAreaFont(textArea.obj, fontname$, size# = 12) added : LoadFont(fontname$, height# = 10, bold% = False, italic% = False, underlined% = False) ... and last the Download width included Executable: http://bo3d.sedm.de/downloads/bo3d.0.41.zip stay tuned! |
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Wrong section. |
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oops ... (i did it again) ;) |
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wha about blitzmax |
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looks good :) |
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Now Blitz3D, later then BlitzMax |
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Very interesting bruZard! |
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Now this Thread is right here ;) >> BlitzOgre3D 0.43 for BlitzMax << at the moment theres no documentation, take a look at the example (a executable is included) The namespace for the mod is: "sedm.blitzogre3d.mod" |
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Fantastic! I was thinking just the other week how there wasn't a current Ogre3D wrapper for Blitzmax, as i'd like to attempt to get my games running with that engine. The fact that you're attempting to replicate (and hopefully expand on...) B3D's command set is even better :) Cheers Charlie |
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where is sedm.blitzogre3d.mod? |
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You have to create the module folders yourself, then copy the files from the zip into it. Cheers Charlie |
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Hi, bruZard. Thanks for this release. It's really nice to see an Ogre3D wrapper in the works. :) I'm having a problem running the example with DirectX 9 selected (Blitzmax). This message is shown after I load the example in full screen: EXCEPTION UNKNOWN After that there's only a black screen and I have to kill the process. Keep up the good work nevertheless. |
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thx for blitzmax version, when i double click the executable, it says its missing msvcd100.dll |
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@byo: maybe your fonts-folder is'nt "c:\windows\fonts", i've hardcoded the path in the example ... sorry for that. In then next release i put the font in the "media" folder. @slenkar: the missing dlls will come with the next release |
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bo3d BMax 0.44 all needed dll's included (i hope) >> Download BlitzOgre3D // BMax 0.44 (~ 6MB) << the changelog so far ... 05-10-2010 // v0.44 added : TCamera.Turn(x:Float, y:Float, z:Float) added : TCamera.Rotate(x:Float, y:Float, z:Float) added : TInput.MouseXSpeed:Int() added : TInput.MouseYSpeed:Int() removed : TInput.MouseMoved() 05-08-2010 // v0.43 added : TEntity.Translate(x:Float, y:Float, z:Float) added : TOgre.CreateSkybox(material:String) added : TEntity.CreatePivot:TEntity(entity_name:String) added : TEntity.setParent(parent:TEntity) added : TEntity.getPitch:Float() added : TEntity.getYaw:Float() added : TEntity.getRoll:Float() added : TInput.MouseX:Int() added : TInput.MouseY:Int() added : TInput.MouseDown:Int(button:Int) added : TInput.KeyHit:Int(keycode:Int) added : TInput.MouseHit:Int(button:Int) added : TInput.MouseMoved:Int() added : TOgre.AddResourceDir(resource_dir:String) added : TEntity.GenerateEntityName:String(prefix:String) added : TOgre.UseDirectX() added : TOgre.UseOpenGL() added : TOgre.SetPluginCfg(plugin_cfg:String) added : TOgre.SetConfigFile(config_file:String) added : TOgre.SetLogFile(log_file:String) added : TOgre.Init:Byte(width:Int, height:Int, depth:Int, fullscreen:Byte) added : TOgre.Graphics3D:Byte(width:Int, height:Int, depth:Int, fullscreen:Byte) added : TOgre.EndGraphics() added : TOgre.RenderWorld:Int(lastUpdate:Float) added : TOgre.WBuffer(enable:Byte) added : TOgre.AntiAlias(value:Int) added : TOgre.ClearWorld() added : TOgre.TrisRendered:Int() added : TCamera.Create:TCamera(entity_name:String) added : TCamera.ClsColor(red:Float, green:Float, blue:Float) added : TCamera.Range(near:Float, far:Float) added : TCamera.WireFrame(mode:Int) added : TEntity.Position(x:Float, y:Float, z:Float) added : TEntity.Move(x:Float, y:Float, z:Float) added : TEntity.Rotate(x:Float, y:Float, z:Float) added : TEntity.Turn(x:Float, y:Float, z:Float) added : TEntity.CreateCube:TEntity(entity_name:String) added : TOgre.AmbientLight(red:Float, green:Float, blue:Float) added : TLight:Create:TLight(ogre:TOgre, light_type:Int, entity_name:String) added : TLight.LightColor(red:Float, g:Float, blue:Float) added : TMesh.Load:TMesh(ogre:TOgre, file:String, entity_name:String) added : TInput.KeyDown:Byte(keycode:Int) added : TOverlay.Create:TOverlay(overlay_name:String) added : TOverlay.Add2D(container:TPanel) added : TOverlay.Show(enable:Byte) added : TPanel.Create:TPanel(ogre:TOgre, x:Float, y:Float, width:Float, height:Float, panel_name:String) added : TPanel.AddChild(child:TEntity) added : TTextArea.Create:TTextArea(ogre:TOgre, x:Float, y:Float, width:Float, height:Float, textarea_name:String) added : TTextArea.Caption(txt:String) added : TTextArea.Font(fontname:String, size:Float) added : TOgre.LoadFont(fontname:String, height:Float, bold:Byte, italic:Byte, underlined:Byte) ... and a new screenshot ![]() |
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Nice work! I'll test it when I get home. Thanks a lot. :) [EDIT] Tested and approved! And the example code looks very cool and tidy. |
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yep that one worked good job! Ogre3D doesnt have collisions does it? any chance of coldet library integration? |
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Ogre3D doesnt have collisions, atm i evaluate Newton and PhysX for collisions and physics. |
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Some sort of collisions stuff would be great! Do you have access to all Ogre functions? Or is that not something you're going to add later? Cheers Charlie |
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Great work, why not evaluate Bullet too ? |
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for skey-z from the german Blitzbasic Forums i've released the Version 0.44.1. This add the function GetFPS:Float(value:Int). "value" can be: - FPS_AVG (default) - FPS_BEST - FPS_WORST - FPS_LAST >> Update to 0.44.1 for Blitz3D/BlitzPlus (61kb) << >> Update to 0.44.1 for BlitzMax (132kb) << |
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Hiya I have put Sedm.blitzogre3d.mod in Blitzmax mod and build module then i click on example source code and run it and i get this cant find interface for module `sedm.blitzogre3d` |
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Hotshot: Make sure to build the documentation as well. |
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@Hotshot2005 you need 0.44 at first, then overwrite this with the 0.44.1 release ... then you can build the module with bmk makemods sedm.blitzogre3d or bmk makemods -h sedm.blitzogre3d but ... i've released a running module for win32 (single thread and threaded), why you try to compile it by your self? |
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@Hotshot, you need sedm.mod AND blitzogre3d.mod folders. Cheers Charlie |
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here what i did 1) I download 0.44 then put in Blitzmax mod 2) I build module,rebuild all module and rebuild documentation 3) I download 0.44.1 then put in blitzmax mod then it say to me if i want overwrite it and i say yes :) 4) I build module,rebuild all module and rebuild documentation 5) I click on example and run the program and i still get this Building example Compiling:example.bmx Compile Error: Can't find interface for module 'sedm.blitzogre3d' [C:/Users/____/Desktop/example/example.bmx;5;1] Build Error: failed to compile C:/Users/____/Desktop/example/example.bmx Process complete |
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Works ok here. In your Bmax mod folder you should have a folder named sedm.mod. And in sedm.mod you should have a folder named blitzogre3d.mod. In that folder you have the contents of the download. |
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thank you Wmass :) EDIT : FPS 1651 :) High framerate :) |
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BlitzOgre3D v0.45 the update is available from here (BlitzMax) you need BlitzOgre3D 0.44 for this release. ![]() |
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hiya there, I have download your update, build module,rebuild all module and rebuild documentation and when I run the program and it say "OrgeMain.Dll" is missing from my computer" So that mean I have find missing files by downloading "OrgeMain.Dll" to fixed the problem? |
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you need BlitzOgre3D 0.44 for this release. That means you need to have everything that's missing from the 0.44 example folder into the 0.45 one. :) |
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Sorry, but my english is to bad for the following text. I used Google to translate it: Today I have been fighting on two fronts. One was on the texture side and the other on the area known as the compositor. The latter are simple scripts that make it a Ogre3D disciples to allow the post-process area relatively free. I remember several Compositor scripts with BlitzOgre3D to define directly so that you can use these effects with a simple call (for example, "Depth of Field", "Bloom", "Motion Blur", etc.) With the integration of compositors and the texture commands I go one step away from it all Blitz3D function directly in C + + to wrap. Instead, I loop through the required Ogre3D methods and glue it together in the BMax and Blitz3D. Textures are to be produced in their Ogre3D format more complicated than the one in his Blitz3D banal "CreateTexture ()" is used to, but it also has much more possibilities. If you use CreateTexture () only with the required parameters "width" and "height" it gets just a 32 bit texture with the characteristics of RGB and alpha. Looking at the port of the wrapper on Mac and Linux (BMax), I have but all other formats are looped through. This can take a closer look in the file "include / bo_texture_pixelformats.bmx. This file also defines various ways to use the texture of trust (such as Render Target) and to determine the type of texture, what shader is not necessarily uninteresting (1D, 2D, 3D, CubeMap Texure). Compositors Ogre3D scripts that a little bit of the GLSL or HLSL scripts are to anticipate and provide post-process effects. In BlitzOgre3D I sharpen all the methods needed to understand the one just around the documentation and / or tutorials, but can summarize the main effects together in their own methods / functions. For example, does a "SceneDOF (camera, near, far)" the complete end of Depth of Field, who would like to do but may be direct as in Ogre3D itself. In the next release (0.48) which is then be possible. |
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when i try to run the exe it says file not found bo3d.cfg also, in the bmx files there is no 'module' command |