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Thread: DivDx 3Dengine/2DEngine and DX9 FrameWork

  1. #1

    DivDx 3Dengine/2DEngine and DX9 FrameWork

    Hi ppl this is my new project :

    http://divdx.no.sapo.pt








    Graphics API : DirectX

    Operating Systems: Windows

    Programming Language : Delphi,C/C++;



    Features:

    Physics : Basic Physics, Collision Detection, Rigid Body, Use NewTon And ODE;

    Lighting : Per-vertex, Per-pixel, Lightmapping;

    Shadows : Projected planar, Shadow Volume;

    Scene Management :Quake BSP,Delgine and World from X;

    Animation: Keyframe Animation, Skeletal Animation;

    Mesh Loadingimple X,Animated X,MilkShape,md2 and md3;

    Special Effects : Environment Mapping, Lens Flares from sun and from Ligths ,Clouds, 6 types of Billboarding, Full Control on Particle System, Sky, Water, Fog, Mirror and 3D animated sprites Like Doom sprites;

    Sound & Video: 3D Sound and VideoTextures;

    Terrain: Rendering from Bitmap ;


    Demo API



    Code:
    type
    TSkyBoxTex=(SkyFront=0,SkyBack=1,SkyTop=2,SkyBottom=3,SkyLeft=4,SkyRight=5);
    
    
    DivCameraType=(LANDOBJECT, AIRCRAFT,FPS,NOMOVE);
    
    
    function Div_Render_Init(hWnd: hWnd;_fullScreen: boolean;
                       width, _height, bits: longint;
                       HAL, ZBuffer,Vsync,Stencil: Boolean): boolean; stdcall;external divdxdll;
    procedure Div_Render_Free;stdcall;external divdxdll;
    function Div_Render_GetFPS:integer;stdcall;external divdxdll;
    function Div_Render_GetTicks:single;stdcall;external divdxdll;
    function Div_Render_GetCounterTime:Single;stdcall;external divdxdll;
    function Div_Render_Timekey:Single;stdcall;external divdxdll;
    
    
    procedure Div_Render_BeginScene;stdcall;external divdxdll;
    procedure Div_Render_EndScene;stdcall;external divdxdll;
    procedure Div_Render_EndSceneOnRec(x,y,w,h:integer);stdcall;external divdxdll;
    procedure Div_Render_Clear(r,g,b:integer);stdcall;external divdxdll;
    
    procedure Div_Render_BeginBlend;stdcall;external divdxdll;
    procedure Div_Render_EndBlend;stdcall;external divdxdll;
    
    procedure Div_Render_DrawArrow(x,y,z:single);stdcall;external divdxdll;
    
    procedure Div_Render_SetFov(value:single); stdcall;external divdxdll;
    procedure Div_Render_SetAspect(value:single); stdcall;external divdxdll;
    procedure Div_Render_SetNearFar(vNear,VFar:single); stdcall;external divdxdll;
    Procedure Div_Render_SetPerspective(flovy, aspect, zn, zf: Single);stdcall;external divdxdll;
    Procedure Div_Render_PerspectiveUpdate;stdcall;external divdxdll;
    
    function Div_Render_GetDevice:IDirect3DDevice9;stdcall;external divdxdll;
    
    procedure Div_Render_SetWorld(matWorld: TD3DXMatrix);stdcall;external divdxdll;
    procedure Div_Render_SetView(matView: TD3DXMatrix);stdcall;external divdxdll;
    
    
    procedure Div_State_BlendINVSRCCOLOR;stdcall;external divdxdll;
    procedure Div_State_BlendALPHAONE;stdcall;external divdxdll;
    procedure Div_State_BlendONEONE;stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************COUNTERTIMER*********************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure  Div_TimeFactor_SetFPS(fps:integer);stdcall; external divdxdll;
    procedure  Div_TimeFactor_Update;stdcall;external divdxdll;
    function Div_TimeFactor_GetFrame:single; stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************DIRECTX STATES*********************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure Div_States_SetLigth(enable:boolean);stdcall;external divdxdll;
    procedure Div_States_SetState(State: TD3DRenderStateType; Value: DWord);stdcall;external divdxdll;
    
    //*******************************************************************
    //*******************************************************************
    //*******************************************************************
    //*************************WINDOW************************************
    //*******************************************************************
    //*******************************************************************
    
    
    
    function Div_Window_Create(TITLE:pchar;x,y,Width, Height: Integer; Fullscreen : Boolean) :HWND ;stdcall;external divdxdll;
    procedure Div_Window_Close;stdcall;external divdxdll;
    function Div_Window_GetEvents:integer;stdcall;external divdxdll;
    function Div_Window_Loop:integer;stdcall;external divdxdll;
    function Div_Window_Process:integer;stdcall;external divdxdll;
    procedure Div_Window_OnResize(evento:TDiv_WindowResize);stdcall;external divdxdll;
    procedure Div_Window_OnRender(evento:TDiv_WindowRender);stdcall;external divdxdll;
    Function Div_Window_GetHandle: HWND;stdcall;external divdxdll;
    Function Div_Window_SetCaption( lpString: PChar): BOOL; stdcall;external divdxdll;
    
    
    //*************************TEXT**************************************
    
    
    function Div_Text_Create(index:integer;name:pchar;w,h:integer;Bold,Italic:boolean):boolean;stdcall;external divdxdll;
    procedure Div_Text_Free(index:integer);stdcall;external divdxdll;
    procedure Div_Text_Write(index:integer;Texto:pchar;x,y:integer;r,g,b,a:integer);stdcall;external divdxdll;
    
    
    //*************************CAMERA************************************
    
      procedure Div_Camera_init (sCameraType:DivCameraType);stdcall;external divdxdll;
    	procedure Div_Camera_strafe(units:single);stdcall;external divdxdll; // left/right
    	procedure Div_Camera_fly   (units:single);stdcall;external divdxdll;    // up/down
    	procedure Div_Camera_walk  (units:single);stdcall;external divdxdll;   // forward/backward
    	Procedure  Div_Camera_pitch(angle:single);stdcall;external divdxdll; // rotate on right vector
    	Procedure  Div_Camera_yaw  (angle:single);stdcall;external divdxdll;   // rotate on up vector
    	Procedure  Div_Camera_roll (angle:single);stdcall;external divdxdll;  // rotate on look vector
    	Procedure  Div_Camera_setPosition(x,y,z:single);stdcall;external divdxdll;
      procedure    Div_Camera_setLook(x,y,z:single);stdcall;external divdxdll;
      procedure Div_Camera_Set(UpdateFrustum:boolean);stdcall;external divdxdll;
      function  Div_Camera_GetLook:TD3DXVector3;stdcall;external divdxdll;
      function  Div_Camera_GetPosition:TD3DXVector3;stdcall;external divdxdll;
      function  Div_Camera_GetView:TD3DXMATRIX;stdcall;external divdxdll;
    
      //*******************************************************************
    //*************************PTIMITIVES*********************************
    
    
    procedure Div_Primitives_SetTexture(index:integer;Filename:pchar);stdcall;external divdxdll;
    procedure Div_Primitives_CreateFloor(Index:integer;w,h,y,tScal:single;Color:dword);stdcall;external divdxdll;
    procedure Div_Primitives_CreateCube(Index:integer;Color:dword);stdcall;external divdxdll;
    procedure Div_Primitives_Free(Index:integer);stdcall;external divdxdll;
    procedure Div_Primitives_Render(index:integer);stdcall;external divdxdll;
    
    
    
    //*******************************MIsc*************************************
    
    function Div_Misc_Color(r,g,b,a:integer):dword;stdcall;external divdxdll;
    
    
    
    //******************************************************************************
    //******************************************************************************
    //*******************************MATRIX*****************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    procedure Div_LoadIdentity;Stdcall;external divdxdll;
    procedure Div_PushMatrix;Stdcall;external divdxdll;
    procedure Div_PopMatrix;Stdcall;external divdxdll;
    procedure Div_Rotate(angle,x,y,z:single);stdcall;external divdxdll;
    procedure Div_RotateLocal(angle,x,y,z:single);stdcall;external divdxdll;
    procedure Div_Scale(x,y,z:single);stdcall;external divdxdll;
    procedure Div_ScaleLocal(x,y,z:single);stdcall;external divdxdll;
    procedure Div_TranslateLocal(x,y,z:single);stdcall;external divdxdll;
    procedure Div_Translate(x,y,z:single);stdcall;external divdxdll;
    procedure Div_RotateYPR(yaw,pitch,roll:single);stdcall;external divdxdll;
    procedure Div_RotateYPRLocal(yaw,pitch,roll:single);stdcall;external divdxdll;
    procedure Div_ApplyMatrix;stdcall;external divdxdll;
    
    procedure Div_Matrix_SetBilboarLookAt(BilPosition,LookTo:TD3DVector);stdcall;external divdxdll;
    
    
    function Div_Matrix_SetBillBoardStyle:Tvector3d;stdcall;external divdxdll;
    procedure Div_Matrix_Move(XPos,YPos,ZPos:single);stdcall;external divdxdll;
    procedure Div_Matrix_Rotate(XRot,YRot,ZRot:single);stdcall;external divdxdll;
    procedure Div_Matrix_Scale (XScale,YScale,ZScale:single);stdcall;external divdxdll;
    procedure Div_Matrix_Set;stdcall;external divdxdll;
    procedure Div_Matrix_Identity;stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************EVORIMENT**************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure Div_SkyBoxe_Init(size:single);stdcall;external divdxdll;
    procedure Div_SkyBoxe_LoadTexture(filename:pchar;TextType:TSkyBoxTex);stdcall;external divdxdll;
    procedure Div_SkyBoxe_Render;stdcall;external divdxdll;
    
    procedure Div_LigthLens_Render(Point3d:Tvector3d);  stdcall;external divdxdll;
    procedure Div_LigthLens_LoadPath(Path:pchar;colorkey:dword);stdcall;external divdxdll;
    
    
    procedure Div_LensFlare_Init;stdcall;external divdxdll;
    procedure Div_LensFlare_SetSun(pos:TD3DXVector3);stdcall;external divdxdll;
    procedure Div_LensFlare_LoadSunTexture(filename:pchar);stdcall;external divdxdll;
    procedure Div_LensFlare_LoadFlareTextures(path:pchar);stdcall;external divdxdll;
    procedure Div_LensFlare_RenderFlares;stdcall;external divdxdll;
    procedure Div_LensFlare_RenderSun;stdcall;external divdxdll;
    
    //*******************************DIRECT 3D Draw*************************************
    
    
    procedure Div_3DDraw_Quad(pX, pY, pZ, pWidth, pHeight:single;BillBoard:boolean;color:dword); stdcall;external divdxdll;
    procedure Div_3DDraw_QuadSimple(x,y,z,size:single;color:dword); stdcall;external divdxdll;
    procedure Div_3DDraw_QuadAngle(pX, pY, pZ,rX,rY,rZ, pWidth, pHeight:single;color:dword); stdcall;external divdxdll;
    Procedure Div_3DDraw_Particle(x, y, z,size: single;AlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    Procedure Div_3DDraw_ParticleFrame(ImgIndex,Height,Width,TileWidth,TileHeight:integer;x, y, z, size: single;AlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    Procedure Div_3DDraw_ParticleScalFrame(ImgIndex,FHeight,FWidth,fTileWidth,fTileHeight:integer;x, y, z, w,h:single;AlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    Procedure Div_3DDraw_ParticleSR(x, y, z,rx,ry,rz, w,h:single;IAlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    Procedure Div_3DDraw_ParticleFrameSR(ImgIndex,FHeight,FWidth,fTileWidth,fTileHeight:integer;x, y, z,rx,ry,rz, w,h:single;AlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    
    Procedure Div_3DDraw_ParticleScal(x, y, z, w,h:single;IAlphaType:DivAlphaType;color:dword);stdcall;external divdxdll;
    procedure Div_3DDraw_Bill(pX, pY, pZ, pWidth, pHeight:single;color:dword); stdcall;external divdxdll;
    procedure Div_3DDraw_Grass(pX, pY, pZ,rY, pWidth, pHeight:single;color:dword); stdcall;external divdxdll;
    procedure Div_3DDraw_Arrow;stdcall;external divdxdll;
    procedure Div_3DDraw_AABB(min,max:TD3DVector; _color: cardinal);stdcall;external divdxdll;
    procedure Div_3DDraw_Water;stdcall;external divdxdll;
    procedure Div_3DDraw_Cube(min,max:TD3DVector; _color: cardinal);stdcall;external divdxdll;
    procedure Div_3DDraw_Line(x1,y1,z1,x2,y2,z2:single;color:dword=$FFFFFFFF);stdcall;external divdxdll;
    procedure Div_3DDraw_Vertex(x,y,z:single;color:dword=$FFFFFFFF);stdcall;external divdxdll;
    Procedure Div_3DDraw_Grid(num_x, num_y, size_x, size_y : single; Arrows : Boolean);stdcall;external divdxdll;
    
    
    //*******************************TEXTUREMANAGER*********************************
    
    function Div_Textures_LoadNormal(index:integer;filename:pchar):boolean;stdcall;external divdxdll;
    function Div_Textures_LoadCKey(index:integer;filename:pchar;color:DWord=0):boolean;stdcall;external divdxdll;
    procedure Div_Textures_Set(Index:integer;layer:integer=0);stdcall;external divdxdll;
    procedure Div_Textures_SetNull(layer:integer);stdcall;external divdxdll;
    //******************************************************************************
    //******************************************************************************
    //*******************************MATH*******************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    function Div_Vector3d(x,y,z:single):TD3DVector;stdcall;external divdxdll;
    function Div_Math_RandomS( lo, hi : Single ) : Single;stdcall;external divdxdll;
    function Div_Math_RandomI( lo, hi : integer ) : integer;stdcall;external divdxdll;
    
    
    
    //******************************************************************************
    //******************************************************************************
    //*******************************WORLDX*****************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure Div_WorldX_Load(index:integer;filename:pchar);stdcall;external divdxdll;
    function Div_WorldX_GetHeight(index:integer;x,y:single):single;stdcall;external divdxdll;
    function Div_WorldX_GetVertice(index:integer;VerticeIndex:integer):TWoldXVertex;stdcall;external divdxdll;
    function Div_WorldX_GetNumVertices(index:integer):integer;stdcall;external divdxdll;
    procedure Div_WorldX_Render(index:integer);stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************FRUSTUM*********************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    function Div_Frustum_PointInside(p : TD3DVector):boolean;stdcall;external divdxdll;
    function Div_Frustum_SphereInside( _c :TD3DVector; _r : single):single;stdcall;external divdxdll;
    function Div_Frustum_AABoxInside( _min, _max :TD3DVector):boolean;stdcall;external divdxdll;
    function Div_Frustum_TriangleInside(_v1, _v2, _v3 :Tvector3d):boolean;stdcall;external divdxdll;
    function Div_Frustum_AABoxInsideAX( _min, _max :TVector3d):TFIntersection;stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************2D IMAGE****************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure Div_Image_Update;stdcall;external divdxdll;
    procedure Div_Image_End; stdcall;external divdxdll;
    function Div_Image_Draw(x,y:single;textureIndex:integer):boolean; stdcall;external divdxdll;
    function Div_Image_DrawFX(PosX,PosY,ScallX,ScallY,CenterX,CenterY,Angle:single;textureIndex:integer;color:dword):boolean; stdcall;external divdxdll;
    function Div_Image_DrawColor(x,y:single;textureIndex:integer;Color:Dword):boolean; stdcall;external divdxdll;
    function Div_Image_DrawRect(x,y:single;rect:Trect;textureIndex:integer;Color:Dword):boolean; stdcall;external divdxdll;
    
    //******************************************************************************
    //******************************************************************************
    //*******************************EntitieModels**********************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    function Div_Entitie_Create_Boxe(index:integer;Width,Height,  Depth: Single):boolean;stdcall;external divdxdll;
    Function Div_Entitie_Create_Sphere(index:integer;radius:single;slices,stacks:integer):boolean;stdcall;external divdxdll;
    function Div_Entitie_Create_Teapot(index:integer):boolean;stdcall;external divdxdll;
    function Div_Entitie_Create_Cylinder(index:integer;ZNRadius,ZpRadius,Wisth:single;slices,stacks:integer):boolean;stdcall;external divdxdll;
    function Div_Entitie_CreateTorus(index:integer;IRadius,ORadius:single;sides,rings:integer):boolean;stdcall;external divdxdll;
    procedure Div_Entitie_SetFillMode (index:integer;FillMode:fillMode);stdcall;external divdxdll;
    procedure Div_Entitie_Move  (index:integer;Posx,Posy,Posz:single);stdcall;external divdxdll;
    procedure Div_Entitie_Rotate(index:integer;Rx,Ry,Rz:single);stdcall;external divdxdll;
    procedure Div_Entitie_Scale (index:integer;Sx,Sy,Sz:single);stdcall;external divdxdll;
    procedure Div_Entitie_SetTexture(index,TexIndex:integer);stdcall;external divdxdll;
    procedure Div_Entitie_Render(index:integer);stdcall;external divdxdll;
    procedure Div_Entitie_RenderAll;stdcall;external divdxdll;
    //******************************************************************************
    //******************************************************************************
    //*******************************GUI********************************************
    //******************************************************************************
    //******************************************************************************
    //******************************************************************************
    
    procedure Div_GUI_Init(x,y,w,h:integer;ShowWindow:boolean;caption:PWideChar;BackColor:dword);stdcall;external divdxdll;
    procedure Div_GUI_Free;stdcall;external divdxdll;
    procedure Div_GUI_Render(time:single)stdcall;external divdxdll;
    procedure Div_GUI_AddButton(event: TButtonPress;ID:integer;x,y,w,h:integer;strText: PWideChar);stdcall;external divdxdll;
    
    
    //*******************************TERRAIN********************************************
    
    
    procedure Div_Terrain_Create(pos: TD3DXVector3);stdcall;external divdxdll;
    procedure Div_Terrain_Config(Flat:boolean;TextureU,TextureV:single;Width,depth:single;HeightFactor:single);stdcall;external divdxdll;
    function Div_Terrain_Highat(x,y:single):single;stdcall;external divdxdll;
    procedure Div_Terrain_Render(ShowLines:boolean=false);stdcall;external divdxdll;
    procedure Div_Terrain_LoadFromFile(const Heightmap,Texturefile:string);stdcall;external divdxdll;
    
    
    procedure Div_Water_Init(filename:pchar);stdcall;external divdxdll;
    procedure Div_Water_Render;stdcall;external divdxdll;
    procedure Div_Water_Position(x,y,z:single);stdcall;external divdxdll;
    procedure Div_Water_Scale(sx,sy,sz:single);stdcall;external divdxdll;
    procedure Div_Water_Wave(step:single);stdcall;external divdxdll;
    
    //*******************************BillBoard********************************************
    
    procedure Div_BillBoard_Init(width,height:single);stdcall;external divdxdll;
    procedure Div_BillBoard_Load(filename:pchar;colorkey:dword);stdcall;external divdxdll;
    procedure Div_BillBoad_Render(pos:TD3DXVector3);stdcall;external divdxdll;
    function Div_BillManager_Loadtexture(Texindex:integer;filename:pchar;colorkey:dword):boolean;stdcall;external divdxdll;
    procedure Div_BillManager_Add(TextureIndex:integer;w,h,x,y,z:single);stdcall;external divdxdll;
    procedure Div_BillManager_Render;stdcall;external divdxdll;
    
    function  Div_GrassManager_Loadtexture(Texindex:integer;filename:pchar;colorkey:dword):boolean;stdcall;external divdxdll;
    procedure Div_GrassManager_Add(TextureIndex:integer;w,h,angle,x,y,z:single);stdcall;external divdxdll;
    procedure Div_GrassManager_Render;stdcall;external divdxdll;
    
    
    
    //*******************************MODELX********************************************
    
    
    procedure Div_ModelX_LoadFromFile(Index:integer;filename,TextureDir:pchar);stdcall;external divdxdll;
    procedure Div_ModelX_Render(Index:integer);stdcall;external divdxdll;
    procedure Div_ModelX_LoadTextureToObject(Index,OIndex:integer;filename:pchar);stdcall;external divdxdll;
    procedure Div_Modelx_GetBBBox(index:integer;var bbox:Tbbbox);stdcall;external divdxdll;
    procedure Div_Modelx_GetOBBox(index:integer;var bbox:Tbbbox);stdcall;external divdxdll;
    
    //*******************************ANIMATEDMODELX********************************************
    
    Function  Div_AnimateX_Load(index:integer;ModelName,TexturesPath:pchar):boolean;stdcall;external divdxdll;
    procedure Div_AnimateX_Draw(index:integer);stdcall;external divdxdll;
    procedure Div_AnimateX_SetAnimation(index:integer;Animation:integer);stdcall;external divdxdll;
    procedure Div_AnimateX_AdvanceAnimation(index:integer;Time:single);stdcall;external divdxdll;
    Function  Div_AnimateX_GetTotalAnimations(index:integer):integer;stdcall;external divdxdll;
    procedure Div_AnimateX_SetMinMax(index:integer;min, max : TD3DXVector3);stdcall;external divdxdll;
    
    //*******************************MODELMD2********************************************
    
    procedure Div_ModelMD2_Load(index:integer;filename:pchar;Interpolation:boolean);stdcall;external divdxdll;
    procedure Div_ModelMD2_LoadTexture(index:integer;filename:pchar);stdcall;external divdxdll;
    procedure Div_ModelMD2_Draw(index:integer);stdcall;external divdxdll;
    procedure Div_ModelMD2_SetFrame(index:integer;Frame:single);stdcall;external divdxdll;

    engine is on 60% :roll:



    ps:my inglish sucks :?
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  2. #2

    DivDx 3Dengine/2DEngine and DX9 FrameWork

    That is looking very nice. Which parts are witten in Delphi and which in C++ (just curious )
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
    <br /></A>

  3. #3

    DivDx 3Dengine/2DEngine and DX9 FrameWork

    Quote Originally Posted by technomage
    That is looking very nice. Which parts are witten in Delphi and which in C++ (just curious )

    in c++ i create 1 dll with this apis :


    Code:
    procedure  Div_MatrixIdentity    &#40;out pOut&#58;TD3DXMATRIX&#41;;stdcall;external DivUtil;
    function   Div_MatrixIsIdentity  &#40;const pM&#58;TD3DXMATRIX&#41;&#58;bool;stdcall;external DivUtil;
    Procedure  Div_MatrixMultiply    &#40;out mOut&#58; TD3DXMatrix; const m1, m2&#58; TD3DXMatrix&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixInverse     &#40;out mOut&#58; TD3DXMatrix; pfDeterminant&#58; PSingle;const m&#58; TD3DXMatrix&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixScaling     &#40;out mOut&#58; TD3DXMatrix; sx, sy, sz&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixTranslation &#40;out mOut&#58; TD3DXMatrix; x, y, z&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixRotationAxis&#40;out mOut&#58; TD3DXMatrix; const v&#58; TD3DXVector3;angle&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixRotationX   &#40;out mOut&#58; TD3DXMatrix; angle&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixRotationY   &#40;out mOut&#58; TD3DXMatrix; angle&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixRotationZ   &#40;out mOut&#58; TD3DXMatrix; angle&#58; Single&#41;;stdcall;external DivUtil;
    Procedure  Div_MatrixRotationYawPitchRoll&#40; out mOut&#58; TD3DXMatrix; yaw, pitch, roll&#58; Single&#41;;stdcall;external DivUtil;
    
    
    function Div_LoadMeshFromX&#40;
    function Div_LoadMeshFromXInMemory&#40;
    
    Function Div_CreateTextureFromFile&#40;
      Device&#58; IDirect3DDevice9;
      pSrcFile&#58; PChar;
      out ppTexture&#58; IDirect3DTexture9&#41;&#58; HResult; stdcall; external DivUtil;
    
    
    ...... ect etc...
    with this i am out of D3DX9sab.dll ops:
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    DivDx 3Dengine/2DEngine and DX9 FrameWork

    Hows this bad-boy coming along?
    Jason McMillen
    Pascal Game Development
    Co-Founder





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