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 Post subject: Blitz3d
PostPosted: Wed Mar 27, 2013 2:23 pm 

Joined: Wed Mar 27, 2013 1:19 pm
Posts: 1
Interested in using this engine with BlitzMax.

In the meantime have been testing out its Blitz3d wrapper and found it crashes on the GetSurfaceBrush in the following code.
Looks like GetSurface is not returning a pointer?

Include ""

Graphics3D(640, 480, 32, 0)

cam = CreateCamera():PositionEntity(cam, 0, 0, -25)

light = CreateLight()

OB =CreateCube():DebugLog CountSurfaces(OB)

SURF = GetSurface(OB,1)::DebugLog SURF


While Not KeyDown(1)
   TurnEntity(obj, 1, 1, 1)


 Post subject: Re: Blitz3d
PostPosted: Wed Mar 27, 2013 2:32 pm 
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Joined: Sat Jul 07, 2012 5:58 pm
Posts: 540
Location: Germany
It's a long time I've worked on the wrapper. But I think "GetSurfaceBrush" is not implemented in the wrapper.
Thus you are using the default function and this pointer does not fit to the others.

You could try to compile the wrapper and the whole engine by yourself and extend this function,
or you have to achieve the same functionality with another wrapper function.

I'm actually no longer working on the wrapper.
The engine itself takes too much time besides my study and other work.

My latest project:
- The XièXiè Programming Language

My hardware:
- GIGABYTE GeForce GTX 670
- Intel Core i7 (Ivy-Bridge)
- 16 GB DDR3

 Post subject: Re: Blitz3d
PostPosted: Wed Oct 23, 2013 10:36 am 

Joined: Wed Oct 23, 2013 10:19 am
Posts: 1
he resolution settings will be applied after the game is started the next time.
I'm happy that there are no more errors when recreating the device this way :lol: I never thought to use "deleteDevice" and then "createGraphicsDevice" again xD.
I'll check what's happening with your code sample ;)


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