Page 2 of 10 FirstFirst 1234 ... LastLast
Results 11 to 20 of 92

Thread: Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

  1. #11

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Good Job. I'll also take a look at the samples.

    Thanx for posting the header file. I alway's take a look at headers for game engines. It inspires me alot, so i can improve my own engine API.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  2. #12

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Quote Originally Posted by detvog
    ..but the last sample do not work

    Par_SetParticleSize();
    Par_AddBoxEmitter() :?:


    yes dude i have 1 demo









    ps:=Scene_AddParticleSystem(vect(-70,60,40),ZEROVECT,vect(2,2,2),false,model);

    Par_SetParticleSize(ps,20,20);

    Par_AddBoxEmitter(ps,-7,0,-7,7,1,7,vect(0,0.06,0),color(0,255,255,255),color( 0,255,255,255),80,100,800,2000);




    Code:
    program particles;
    
    
    uses
      SysUtils, IRRLICHT in 'IRRLICHT.pas';
    
    
    
    var
    
    font:IFont;
    texture:ITexture;
    ps,model,bill,Light,water,room,camera:ISceneNode;
    meshhil,mesh,meshmodel:IAnimatedMesh;
    anim:IAnimator;
    
    
    finished:boolean=false;
    EEvents:TEngineEvents;
    
    
    Save8087CW: Word;
    
    
    
    begin
    
    Save8087CW := Get8087CW;
    Set8087CW($133F);
    
    Device_Init(EDT_DIRECT3D9,800,600,16,false,true,true);
    Render_SetResizeAble(true);
    Device_SetWindowCaption('IRRLICHT 4 Delphi');
    Render_SetDebug(true,true);
    Device_SetCursorVisible(true);
    
    
    
    font:=Font_Load('../../media/fonthaettenschweiler.bmp');
    
    texture:=Texture_Load('../../media/irrlichtlogo.BMP');
    
    
    
    
    camera:=Scene_AddFPSCamera;
    Node_SetPosition(camera,80,80,-600);
    Scene_AddSkyBox(
    '../../media/irrlicht2_up.jpg',
    '../../media/irrlicht2_dn.jpg',
    '../../media/irrlicht2_lf.jpg',
    '../../media/irrlicht2_rt.jpg',
    '../../media/irrlicht2_ft.jpg',
    '../../media/irrlicht2_bk.jpg');
    
    
    mesh:=Scene_AddMesh('../../media/room.3ds');
    Mesh_MakePlanarTextureMapping(mesh,0.008);
    room:=Scene_AddOctTreeSceneNode(mesh);
    Node_SetMaterialTexture(room,0,'../../media/wall.jpg');
    Node_SetSpecularColor(room,Color(0,0,0,0),0);
    
    
    
    
    
    meshhil:=Scene_AddHillPlaneMesh( 'myHill',20,20,40,40,0,4,4,10,10);
    water:=Scene_AddWaterSurface(meshhil,vect(0,7,0),ZEROVECT,ADDVECT,3.0,300.0,30.0);
    Node_SetMaterialTexture(water,0,'../../media/stones.jpg');
    Node_SetMaterialTexture(water,1,'../../media/water.jpg');
    Node_SetMaterialType(water,EMT_REFLECTION_2_LAYER);
    
    
    Light:=Scene_AddLight(1200.0,ZEROVECT,color(256,256,200,255));
    anim:=Scene_CreateFlyCircleAnimator(vect(0,150,0),vect(0,1,0),250,0.001);
    Node_AddAnimator(light,anim);
    
    bill:=Scene_AddBillboard(50,50,ZEROVECT,CWHITE,light);
    Node_SetMaterialTexture(bill,0,'../../media/particlewhite.bmp');
    Node_SetMaterialFlag(bill,EMF_LIGHTING,false);
    Node_SetMaterialType(bill,EMT_TRANSPARENT_ADD_COLOR);
    
    
    meshmodel:=Scene_AddMesh('../../media/dwarf.x');
    model:=Scene_AddNodFromMesh(meshmodel,vect(-120,-10,-140),ZEROVECT,vect(2,2,2));
    Anim_SetAnimationSpeed(model,150);
    Node_SetMaterialFlag(model,EMF_NORMALIZE_NORMALS,true);
    Node_AddShadowVolume(model);
    Scene_SetShadowColor(color(150,0,0,0));
    Node_AddShadowVolume(model);
    
    
    
    
    //ps:=Scene_AddParticleSystem(vect(-70,60,40),ZEROVECT,vect(2,2,2),false,model);
    
    ps:=Scene_AddParticleSystem(vect(0,0,0),ZEROVECT,vect(1,1,1),false,model);
    
    Par_SetParticleSize(ps,20,20);
    
    {Par_AddBoxEmitter(ps,-7,0,-7,7,1,7,vect(0,0.06,0),
    
    color(0,255,255,255),
    
    color(0,255,255,255),80,100,800,2000);
    
    
    
    }
    
    Par_AddAnimatedMeshEmitter(ps,model,ZEROVECT,color(0,255,255,255),color(0,255,255,255));
    
    //Par_AddCylinderEmitter(ps,ZEROVECT,20,vect(0,0,0),2,vect(0,0.03,0),color(0,255,255,255),color(0,255,255,255));
    
    //Par_AddPointEmitter(ps,vect(0,0.03,0),color(0,255,255,255),color(0,255,255,255));
    
    //Par_AddRingEmitter(ps,vect(0,0,0),2,2,vect(0,0.03,0),color(0,255,255,255),color(0,255,255,255));
    
    //Par_AddSphereEmitter(ps,vect(0,0,0),6,vect(0,0.03,0),color(0,255,255,255),color(0,255,255,255));
    
    
    //Par_AddFadeOutParticleAffector(ps);
    
    //Par_AddAttractionParticleAffector(ps,vect(100,10,0),100,true,false,true,false);
    
    //Par_AddGravityAffector(ps,vect(0,0.03,0));
    
    Par_AddRotationAffector(ps,vect(5.0,5.0,5.0),vect(0,0,0));
    
    
    Node_SetMaterialTexture(ps,0,'../../media/fire.bmp');
    
    Node_SetMaterialFlag(ps,EMF_LIGHTING,false);
    Node_SetMaterialFlag(ps,EMF_ZWRITE_ENABLE,false);
    Node_SetMaterialType(ps,EMT_TRANSPARENT_VERTEX_ALPHA);
    
    
    Scene_AddRealisticWater('../../media/waterbump.dds',
    
    
    
    
    while (Device_Run) and (not finished) do
    begin
    Device_GetEvents(EEvents);
    
    
    Render_BeginScene(true,true,0,0,0);
    Scene_DrawAll;
    Texture_DrawD2ImageColor(texture,800-89,600-32,0,0,88,31,color(255,255,255,255),false);
    Render_EndScene;
    
    if EEvents.loopKeyInput.Key=27 then finished:=true;
    end;
    
    Device_Stop;
    Set8087CW(Save8087CW);
    
    end.
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  3. #13

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Hmmm...

    do have a new wrapper-version.


    I do not found Par_SetParticleSize() ect. in your wrapper ?

    Maybe i am blind ?

  4. #14

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Quote Originally Posted by detvog
    Hmmm...

    do have a new wrapper-version.


    I do not found Par_SetParticleSize() ect. in your wrapper ?

    Maybe i am blind ?
    mi bad ops:

    look the new download
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  5. #15

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Ahhh...i am not blind, great.

    Thanks for the new download.
    I like your wrapper. :lol:

  6. #16

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Ahhh...i am not blind, great.

    Thanks for the new download.
    I like your wrapper. :lol:

  7. #17

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    It's good even though the OOP is lost.

    However, am I the only one who gets warnings from my antivirus program when running the compiled demos?
    Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits

  8. #18

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    hello

    can I use directx or opengl with your wrapper?

    Greetings Miguel Andrade from Brazil
    Knowledge is power.

  9. #19

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Quote Originally Posted by lordzero
    hello

    can I use directx or opengl with your wrapper?

    Greetings Miguel Andrade from Brazil
    sim claro depende da drive k escolheres

    dx9
    Device_Init(EDT_DIRECT3D9,800,600,32,false,false,t rue);

    dx8
    Device_Init(EDT_DIRECT3D8,800,600,32,false,false,t rue);

    opengl
    Device_Init(EDT_OPENGL,800,600,32,false,false,true );
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  10. #20

    Irr4Delphi (update - 18/12/08) Irrlicht with vBO's

    Irrlicht is a complete game engine. It is build on top of DX or OpenGL. I just read on the site that it's possible to use either one of them as core 3D API (or a software renderer). I don't think you will need specific OpenGL/DX calls when you are working with Irrlicht. It works transparent so you are working with Irrlicht and NOT with OpenAL or DirectX.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

Page 2 of 10 FirstFirst 1234 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •