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Thread: Ogre4Delphi (UP 30/11/08) - All files

  1. #1

    Ogre4Delphi (UP 30/11/08) - All files

    hi ppl this is my fist attempt 2 create a framework 4 delphi, still mutch to do.
    the next version will initiate the engine by code and or dialog.

    sorry my english ops:

    full working version and better with all files(media ,source and binary)

    http://www.mediafire.com/file/mzmmkytagyy/Ogre4D.zip

    plz report any problem.







    Code:
    program teste2;
    
    {$APPTYPE CONSOLE}
    
    uses
      SysUtils,mmsystem,math,
      dialogs,
      Ogre4D in 'Ogre4D.pas',
      OgreTypes in 'OgreTypes.pas';
    
    var
      camera:ocamera;
      vp:OViewPort;
      plane,Mesh:OEntity;
      l2,Light:OLight;
      AnimNode,PlaneNode,Ogre:OSceneNode;
       bbs:OBillboards;
      trail:ORibbonTrail;
      mRotX,mRotY:single;
      mMoveSpeed:single=800;
      mSpeedLimit , mMoveScale:single;
      mTranslateVector:vector3;
      animupdate,animupdate2:OAnimationState;
    
    anim:OAnimation;
    track:OAnimationTrack;
    kf:OKeyFrame;
    
    dir:vector3;
    
    
    procedure RenderEvent(timeSinceLastEvent,timeSinceLastFrame:single);stdcall;
    begin
    AnimState_AddTime(animupdate,timeSinceLastFrame);
    AnimState_AddTime(animupdate2,timeSinceLastFrame);
    
    mTranslateVector:=vector(0,0,0);
    mSpeedLimit := mMoveScale * timeSinceLastFrame;
    mMoveScale := mMoveSpeed * timeSinceLastFrame;
    
    if Window_isKeyDown(KC_F12) then Window_TakeShot;  
    
    if Window_isKeyDown(KC_A) then  		mTranslateVector.x := -mMoveScale;	// Move camera left
    if Window_isKeyDown(KC_D) then    	mTranslateVector.x := mMoveScale;	// Move camera RIGHT
    
    		if(Window_isKeyDown(KC_UP) or (Window_isKeyDown(KC_W))) then
    			mTranslateVector.z := -mMoveScale;	// Move camera forward
    
    		if(Window_isKeyDown(KC_DOWN) or (Window_isKeyDown(KC_S))) then
    			mTranslateVector.z := mMoveScale;	// Move camera backward
    
    		if(Window_isKeyDown(KC_PGUP)) then	mTranslateVector.y := mMoveScale;	// Move camera up
    
    		if(Window_isKeyDown(KC_PGDOWN)) then  mTranslateVector.y := -mMoveScale;	// Move camera down
    
    	    mRotX := -Window_MouseX * 0.13;
    			mRotY := -Window_MouseY * 0.13;
    
    Camera_SetYaw(camera,mRotX);
    Camera_SetPitch(camera,mRotY);
    Camera_MoveRelative(camera,mTranslateVector);
    
    Node_Yaw(ogre,0.10);
    
    
    Engine_DrawDebugPanel;
    end;
    
    begin
    
    Engine_CreateRoot(LL_NORMAL,'plugins.cfg','ogre.cfg');
    
    
    Engine_SelectRenderSystem(DV_DIRECT3D9);
    engine_SetConfigOption('VSync','No');
    engine_SetConfigOption('Full Screen','No');
    engine_SetConfigOption('Video Mode','800 x 600 @ 16-bit colour');
    Engine_Init('OGRE4D');
    
    
    Engine_SetFrameListner(RenderEvent);
    
    
    
    camera:=Scene_AddCamera('mycamera');
    
    
    Camera_SetDistanceClip(camera,1.0,20000.0);
    vp:=Camera_SetViewPort(Camera);
    ViewPort_SetColor(vp,0,0,0.4);
    
    Camera_SetPosition(camera,vector(0,20,500));
    Camera_SetLookAt(camera,vector(0,0,300));
    
    Scene_SetAmbientLight(1.0,1.0,0.5);
    
    
    
    
    
    
     
    
    Engine_AddResourceLocation('media','FileSystem');
    Engine_AddResourceLocation('media/fonts','FileSystem');
    Engine_AddResourceLocation('media/overlays','FileSystem');
    Engine_AddResourceLocation('media/models','FileSystem');
    
    Engine_AddResourceLocation('media/materials/scripts','FileSystem');
    Engine_AddResourceLocation('media/materials/textures','FileSystem');
    
    Engine_AddResourceLocation('media/packs/ogrecore.zip','Zip');
    Engine_AddResourceLocation('media/packs/skybox.zip','Zip');
    
    
    
    Engine_UpdateAllResourceGroups;
    
    
    
    
    
    
    Scene_AddSkyBox('Examples/SpaceSkyBox');
    //Scene_AddSkyPlane('Examples/SpaceSkyPlane');
    //Scene_SetSkyDome('Examples/CloudySky',5,8);
    
    
    
    Mesh:=Scene_AddEntity('axes', 'axes.mesh');
    Scene_AttachObject(mesh);
    
    
    Mesh:=Scene_AddEntity('head', 'ogrehead.mesh');
    ogre:=Scene_AddChildSceneNode( 'head');
    Node_AttachObject(ogre,mesh);
    Node_ShowBoundigBox(ogre,true);
    
    
    
    MeshManager_CreatePlane('plane',1000,1000);
    plane:=Scene_AddEntity('floor','plane');
    Entity_SetMaterialName(plane,'Examples/RustySteel');
    PlaneNode:=Scene_AddChildSceneNode( 'plane');
    Node_AttachObject(planenode,plane);
    
    dir:=vector(-1, -1, 0.5);
    dir:=VNormalize(dir);
    
    Light:=Scene_AddLight('light1',LT_DIRECTIONAL);
    Light_SetDirection(light,dir);
    
    
    
    
    trail:=Scene_AddRibbonTrail('l','RibbonTrail');
    RibbonTrail_SetMaterialName(trail,'Examples/LightRibbonTrail');
    RibbonTrail_SetTrailLength(trail,400);
    Scene_AttachObject(trail);
    
    animnode:=Scene_AddChildSceneNode('anim1');
    Node_SetPosition(animnode,vector(50,30,0));
    
    anim:=Scene_AddAnimation('an1',14);
    Animation_SetInterpolationMode(anim,IM_SPLINE);
    track:=Animation_CreateNodeTrackTOnNode(anim,1,animnode);
    kf:=Track_CreateNodeKeyFrame(track,0);
    
    KeyFrame_SetTranslate(kf,Vector(50,30,0));
    kf:=Track_CreateNodeKeyFrame(track,2);
    KeyFrame_SetTranslate(kf,Vector(100, -30, 0));
    kf:=Track_CreateNodeKeyFrame(track,4);
    KeyFrame_SetTranslate(kf,Vector(120, -100, 150));
    kf:=Track_CreateNodeKeyFrame(track,6);
    KeyFrame_SetTranslate(kf,Vector(30, -100, 50));
    kf:=Track_CreateNodeKeyFrame(track,8);
    KeyFrame_SetTranslate(kf,Vector(-50, 30, -50));
    kf:=Track_CreateNodeKeyFrame(track,10);
    KeyFrame_SetTranslate(kf,Vector(-150, -20, -100));
    kf:=Track_CreateNodeKeyFrame(track,12);
    KeyFrame_SetTranslate(kf,Vector(-50, -30, 0));
    kf:=Track_CreateNodeKeyFrame(track,14);
    KeyFrame_SetTranslate(kf,Vector(50,30,0));
    
    animupdate:=Scene_AddAnimationState('an1');
    
    
    RibbonTrail_SetInitialColour(trail,0, color(1.0, 0.8, 0,0));
    RibbonTrail_SetColourChange(trail,0,color( 0.5, 0.5, 0.5, 0.5));
    RibbonTrail_SetInitialWidth(trail,0, 5);
    RibbonTrail_AddNode(trail,animNode);
    
    l2:=Scene_AddLight('l2',LT_POINT);
    Light_SetColor(l2,1.0,0.8,0);
    Node_AttachObject(animnode,l2);
    
    
      bbs:=Scene_AddBillBoards('bb',1);
      BillBoard_AddBillBoard(bbs,vector(0,0,0),color(1.0,0.8,0,0));
      BillBoard_SetMaterial(bbs,'Examples/Flare');
      Node_AttachObject(animnode,bbs);
    
    
    
    
    animnode:=Scene_AddChildSceneNode('anim2');
    Node_SetPosition(animnode,vector(-50,100,0));
    
    anim:=Scene_AddAnimation('an2',10);
    Animation_SetInterpolationMode(anim,IM_SPLINE);
    track:=Animation_CreateNodeTrackTOnNode(anim,1,animnode);
    kf:=Track_CreateNodeKeyFrame(track,0);
    KeyFrame_SetTranslate(kf,Vector(-50,100,0));
    kf:=Track_CreateNodeKeyFrame(track,2);
    KeyFrame_SetTranslate(kf,Vector(-200, 150, -30));
    kf:=Track_CreateNodeKeyFrame(track,4);
    KeyFrame_SetTranslate(kf,Vector(-200, 0, 40));
    kf:=Track_CreateNodeKeyFrame(track,6);
    KeyFrame_SetTranslate(kf,Vector(0, -150, 70));
    kf:=Track_CreateNodeKeyFrame(track,8);
    KeyFrame_SetTranslate(kf,Vector(50, 0, 30));
    kf:=Track_CreateNodeKeyFrame(track,10);
    KeyFrame_SetTranslate(kf,Vector(-50, 100, 0));
    
    animupdate2:=Scene_AddAnimationState('an2');
    
    RibbonTrail_SetInitialColour(trail,1, color(0.0, 1.0, 0.4,0));
    RibbonTrail_SetColourChange(trail,1,color( 0.5, 0.5, 0.5, 0.5));
    RibbonTrail_SetInitialWidth(trail,1, 5);
    RibbonTrail_AddNode(trail,animNode);
    
    
    l2:=Scene_AddLight('l3');
    Light_SetColor(l2,0.0,1.0,0.4);
    Node_AttachObject(animnode,l2);
    
    
      bbs:=Scene_AddBillBoards('bb2',1);
      BillBoard_AddBillBoard(bbs,vector(0,0,0),color(0.0,1.0,0.4,0));
      BillBoard_SetMaterial(bbs,'Examples/Flare');
      Node_AttachObject(animnode,bbs);
             
    
    Engine_BeginLoop;
    
    Engine_Shutdown;
    
    
    
    end.
    Code:
    unit Ogre4D;
    
    interface
    uses windows,ogretypes;
    
    
    
    
    //*********************************************************
    //*                 OGRE MAIN                             *
    //*********************************************************
    function Engine_CreateRoot(OLoggingLevel:OLoggingLevel;pluginFileName,configFileName:pchar):bool;cdecl;external ogredll;
    function Engine_RootLoadPlugin(pluginFileName:pchar):bool;cdecl;external ogredll;
    
    function   Engine_InitFromDialog(caption:pchar;SceneType:OSceneType=ST_GENERIC):bool;cdecl;external ogredll;
    
    function Engine_SelectRenderSystem(Devide:ODeviceType):bool;cdecl;external ogredll;
    function Engine_SetConfigOption(name,value:pchar):bool;cdecl;external ogredll;
    function Engine_Init(windowTitle:pchar;SceneType:OSceneType=ST_GENERIC):bool;stdcall;external ogredll;
    
    //function Engine_SelectRenderSystemByCode(windowTitle:pchar):bool;cdecl;external ogredll;
    
    function   Engine_BeginLoop:bool;cdecl;external ogredll;
    procedure  Engine_SetFrameListner(OgreRenderCallBack:ORenderEvent);cdecl;external ogredll;
    procedure  Engine_Shutdown();cdecl;external ogredll;
    procedure Engine_RenderOneFrame;cdecl;external ogredll;
    procedure Engine_AddResourceLocation( Path, LocType:pchar; recursive:boolean=false);cdecl;external ogredll;
    procedure Engine_AddResourceLocationFromFile(filename:pchar);cdecl;external ogredll;
    procedure Engine_UpdateAllResourceGroups;cdecl;external ogredll;
    procedure  Engine_DrawDebugPanel;cdecl;external ogredll;
    
    procedure Engine_SetDefaultTextureFiltering( fo:OTextureFilterOptions);cdecl;external ogredll;
    procedure Engine_SetDefaultTextureFilteringMinMag(minFilter, magFilter, mipFilter:OFilterOptions);cdecl;external ogredll;
    procedure Engine_SetDefaultTextureFilteringType( ftype:OFilterType; opts:OFilterOptions);cdecl;external ogredll;
    procedure Engine_SetDefaultAnisotropy(maxAniso:integer);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE WINDOW                           *
    //*********************************************************
    procedure Window_Close;cdecl;external ogredll;
    procedure Window_TakeShot;cdecl;external ogredll;
    function Window_isKeyDown(key:OKeyCode):bool;cdecl;external ogredll;
    function Window_isMouseDown( button:integer):boolean;cdecl;external ogredll;
    function Window_MouseX:integer;cdecl;external ogredll;
    function Window_MouseY:integer;cdecl;external ogredll;
    function Window_MouseZ:integer;cdecl;external ogredll;
    function Window_MouseXAbs:integer;cdecl;external ogredll;
    function Window_MouseYAbs:integer;cdecl;external ogredll;
    function Window_MouseZAbs:integer;cdecl;external ogredll;
    
    //*********************************************************
    //*                 OGRE SCENE                           *
    //*********************************************************
    procedure  Scene_SetAmbientLight(r,g,b:single);cdecl;external ogredll;
    
    procedure  Scene_AddSkyBox(MatName:pchar;distance :single= 5000; drawFirst:boolean = true);cdecl;external ogredll;
    function   Scene_AddBillBoards(Name:pchar;poolSize:integer = 20):OBillBoards;cdecl;external ogredll;
    procedure  Scene_AddSkyDome(Name:pchar; curvature:single = 10;tiling:single = 8; distance:single = 4000;drawFirst:boolean = true)cdecl;external ogredll;
    procedure  Scene_AddSkyPlane(Name:pchar; dist:single=5000; scale:single = 1000; tiling:single = 10; drawFirst:boolean = true; bow:single = 0)cdecl;external ogredll;
    function   Scene_AddCamera(Name:pchar):OCamera;cdecl;external ogredll;
    function   Scene_AddEntity(Name,Filename:pchar):OEntity;cdecl;external ogredll;
    function   Scene_AddLight(Name:pchar;LightTypes:OLightTypes=LT_POINT):OLight;cdecl;external ogredll;
    
    
    function   Scene_AddRibbonTrail(Name,TypeName:pchar; NumberOfChains:integer=2; maxElement:integer=80):ORibbonTrail;cdecl;external ogredll;
    function   Scene_AddChildSceneNode(Name:pchar):OSceneNode;cdecl;external ogredll;
    function   Scene_AddAnimation(Name:pchar;length:single):OAnimation;cdecl;external ogredll;
    function   Scene_AddAnimationState(Name:pchar):OAnimationState;cdecl;external ogredll;
    procedure  Scene_AttachObject(obj:TMovableObject);cdecl;external ogredll;
    
    //*********************************************************
    //*                 OGRE CAMERAS                          *
    //*********************************************************
    procedure Camera_SetAspectRatio(camera:OCamera;Ratio:single);cdecl;external ogredll;
    procedure Camera_SetFOVy(camera:OCamera;fov:single);cdecl;external ogredll;
    procedure Camera_SetDistanceClip(camera:OCamera;distNear,distFar:single);cdecl;external ogredll;
    function Camera_SetViewPort(Camera:OCamera;ZOrder:integer=0;left:single=0.0;Top:single=0.0;width:single= 1.0;height:single= 1.0):OViewPort;cdecl;external ogredll;
    procedure Camera_SetPolygonMode(Camera:Ocamera;value:OPolygonMode);cdecl;external ogredll;
    procedure Camera_SetPosition(Camera:OCamera;vec:Vector3);cdecl;external ogredll;
    procedure Camera_SetLookAt(Camera:OCamera; vec:Vector3);cdecl;external ogredll;
    procedure Camera_MoveRelative(Camera:OCamera; vec:Vector3);cdecl;external ogredll;
    procedure Camera_Move(Camera:OCamera; vec:Vector3);cdecl;external ogredll;
    procedure Camera_SetDirection(Camera:OCamera; vec:Vector3);cdecl;external ogredll;
    procedure Camera_SetYaw(Camera:OCamera;angle:single);cdecl;external ogredll;
    procedure Camera_SetPitch(Camera:OCamera;angle:single);cdecl;external ogredll;
    procedure Camera_SetRoll(Camera:OCamera;angle:single);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE VIEWPORT                         *
    //*********************************************************
    procedure ViewPort_SetColor(vp:OViewport;r,g,b:single);cdecl;external ogredll;
    function ViewPort_GetWidth(vp:OViewport):single;cdecl;external ogredll;
    function ViewPort_GetHeight(vp:OViewport):single;cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE ENTITYS                          *
    //*********************************************************
    procedure  Entity_SetMaterialName(Entity:OEntity;MatName:pchar);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE LIGHTS                           *
    //*********************************************************
    procedure  Light_SetPosition(Light:Olight; vec:Vector3);cdecl;external ogredll;
    procedure  Light_SetDirection(Light:Olight; vec:Vector3);cdecl;external ogredll;
    procedure  Light_SetColor(Light:OLight;r,g,b:single);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE NODES                             *
    //*********************************************************
    procedure   Node_AttachObject(Node:OSceneNode;obj:OMovableObject);cdecl;external ogredll;
    procedure   Node_AttachChilld(Node,Chilld:OSceneNode);cdecl;external ogredll;
    procedure   Node_SetPosition(SceneNode:OSceneNode; vec:Vector3);cdecl;external ogredll;
    procedure   Node_SetDirection(SceneNode:OSceneNode; vec:Vector3);cdecl;external ogredll;
    procedure   Node_Scale(SceneNode:OSceneNode; vec:Vector3);cdecl;external ogredll;
    procedure   Node_Rotate(SceneNode:OSceneNode; vec:Vector3; angle:single);cdecl;external ogredll;
    procedure   Node_ShowBoundigBox(SceneNode:OSceneNode;bShow:boolean);cdecl;external ogredll;
    procedure   Node_SetDebugDisplayEnabled(SceneNode:OSceneNode;bShow:boolean);cdecl;external ogredll;
    procedure   Node_Yaw(Node:OSceneNode;angle:single);cdecl;external ogredll;
    procedure   Node_Pitch(Node:OSceneNode;angle:single);cdecl;external ogredll;
    procedure   Node_Roll(Node:OSceneNode;angle:single);cdecl;external ogredll;
    
    procedure  Node_YawPitchRollInRadian(Node:OSceneNode; yaw, pitch,roll:single);cdecl;external ogredll;
    procedure  Node_YawPitchRollInDegree(Node:OSceneNode; yaw, pitch,roll:single);cdecl;external ogredll;
    
    function     Node_GetChilldByIndex(Node:OSceneNode;index:integer):OSceneNode;cdecl;external ogredll;
    function     Node_GetChilldByName(Node:OSceneNode;name:pchar):OSceneNode;cdecl;external ogredll;
    
    //*********************************************************
    //*                 OGRE MESHMANAGER                      *
    //*********************************************************
    
    procedure MeshManager_CreatePlane(Name:pchar; width, height:single;xsegments:integer = 1;ysegments:integer = 1;
                 normals:boolean = true; numTexCoordSets:integer = 1;
                 uTile:single = 1.0; vTile :single= 1.0);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE RibbonTrail                      *
    //*********************************************************
    procedure RibbonTrail_SetTrailLength(trail:ORibbonTrail; lean:single);cdecl;external ogredll;
    procedure RibbonTrail_SetMaterialName(trail:ORibbonTrail; Name:pchar);cdecl;external ogredll;
    procedure RibbonTrail_SetInitialColour(Trail:ORibbonTrail;chainIndex:integer;color:OColor);cdecl;external ogredll;
    procedure RibbonTrail_SetColourChange(Trail:ORibbonTrail;chainIndex:integer;color:OColor);cdecl;external ogredll;
    procedure RibbonTrail_SetInitialWidth(Trail:ORibbonTrail;chainIndex:integer;size:single);cdecl;external ogredll;
    procedure RibbonTrail_AddNode(Trail:ORibbonTrail;cNode:OSceneNode);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE ANIMATION                        *
    //*********************************************************
    procedure  Animation_SetInterpolationMode(anim:OAnimation;im:OInterpolationMode);cdecl;external ogredll;
    function   Animation_CreateNodeTrack(anim:OAnimation;handle:integer):OAnimationTrack;cdecl;external ogredll;
    function  Animation_CreateNodeTrackTOnNode(anim:OAnimation;handle:integer;Node:OSceneNode):OAnimationTrack;cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE ANIMATION  STATES                *
    //*********************************************************
    procedure  AnimState_AddTime(state:OAnimationState;offset:single)cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE KEYFRAME                         *
    //*********************************************************
    procedure KeyFrame_SetTranslate(keyframe:Okeyframe;vect:vector3);cdecl;external ogredll;
    procedure KeyFrame_SetScale(keyframe:Okeyframe;vect:vector3);cdecl;external ogredll;
    procedure KeyFrame_SetRotation(keyframe:Okeyframe;vect:vector3);cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE TRACK                         *
    //*********************************************************
    function Track_CreateNodeKeyFrame(anim:OAnimationTrack; timePos:single):OKeyFrame;cdecl;external ogredll;
    //*********************************************************
    //*                 OGRE BILLBOARD                         *
    //*********************************************************
    function   BillBoard_AddBillBoard(Bils:OBillboards;pos:vector3;color:OColor ):OBillBoard;cdecl;external ogredll;
    procedure  BillBoard_SetMaterial(Bils:OBillboards;name:pchar);cdecl;external ogredll;
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  2. #2

    Ogre4Delphi (UP 30/11/08) - All files

    Excelent work
    Do you plan to make possible for Pascal users to create classes that "inherite" from Ogre classes?

  3. #3

    Ogre4Delphi (UP 30/11/08) - All files

    Quote Originally Posted by Srki_82
    Excelent work
    Do you plan to make possible for Pascal users to create classes that "inherite" from Ogre classes?
    from ogre no but with this api you can create classes and drop on a form

    i prefer clean api like


    var
    camera:OCamera;

    camera:=addcamera(name)
    positioncamera(camera,x,y,z);


    or create 1 class


    Tcamera=class
    private
    cam:OCamera//ogre node
    public
    constructor create(name);
    procedurere position(x,y,z);
    end;


    constructor TCamera.create(name);
    begin
    cam:=ogreaddcamera(name);
    end;
    procedurere TCamera.position(x,y,z);
    begin
    positioncamera(cam,x,y,z)
    end;
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  4. #4

    Ogre4Delphi (UP 30/11/08) - All files

    This is really cool news. I just looked at Ogre last week and regretted the fact that there has never been an attempt to port it to Delphi (there have been some questions regarding this issue in the past on their forums, and I think you should make a post about it)

    [size=9px]bumped to news as well[/size]

  5. #5

    Ogre4Delphi (UP 30/11/08) - All files

    Quote Originally Posted by Traveler
    This is really cool news. I just looked at Ogre last week and regretted the fact that there has never been an attempt to port it to Delphi (there have been some questions regarding this issue in the past on their forums, and I think you should make a post about it)

    [size=9px]bumped to news as well[/size]
    I have just post this on "Ogre" Forum, but it still needs some more hard work so I don't want to acquaint it too much.
    I just spend 2 days working on it and its too complex to code
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  6. #6
    farcodev_
    Guest

    Ogre4Delphi (UP 30/11/08) - All files

    Incredible ! :shock:

    Yeah it's a pain in the *ss that there's no official Delphi (and why not lazarus) port of it, it's a great engine !!!

    excellent work by the way !

  7. #7

    Ogre4Delphi (UP 30/11/08) - All files

    Quote Originally Posted by farcodev_
    Incredible ! :shock:

    Yeah it's a pain in the *ss that there's no official Delphi (and why not lazarus) port of it, it's a great engine !!!

    excellent work by the way !
    tks but now irrlicht have VBO ,
    is the best free engine
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  8. #8

    Ogre4Delphi (UP 30/11/08) - All files

    Quote Originally Posted by Traveler
    This is really cool news. I just looked at Ogre last week and regretted the fact that there has never been an attempt to port it to Delphi (there have been some questions regarding this issue in the past on their forums, and I think you should make a post about it)

    [size=9px]bumped to news as well[/size]

    hi Traveler ... why Ogre4Delphi is on news and irr4delphi dont ??

    irrlicht3d is much better than Ogre ops:
    Never underestimate the power of Delphi.
    <br />There's those who play games,...and then there's who make games...

  9. #9

    Ogre4Delphi (UP 30/11/08) - All files

    It could have been a news item back when the thread was started in March, but I'm not sure about it as the frontpage does not go back that far.
    I noticed irrlicht 1.5 was released a few days ago. Are these new features available from Delphi now as well?

  10. #10

    Ogre4Delphi (UP 30/11/08) - All files

    Quote Originally Posted by Traveler
    It could have been a news item back when the thread was started in March, but I'm not sure about it as the frontpage does not go back that far.
    I noticed irrlicht 1.5 was released a few days ago. Are these new features available from Delphi now as well?
    yes ... if irr as new feature delphi have 2 and more because im working with the sources of irr and not the lib.

    but i see lotS of bugs on driver dx8 and gl, dx9 is fine,
    but on delphi i make my extra VBO's .

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

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