(I haven't got SpriteCandy, but if I'm right in understanding it's a B3D source library...)
-- Out of the box: no, you will need to rewrite at least a few things to match the updated syntax, at the very least.
-- Any per-pixel stuff, if it has it, will likely not work, as miniB3D doesn't use the same kind of texture buffers as Blitz3D.
-- 2D-in-3D (i.e. using textured, fullbright quads and polygons as drawing elements to take advantage of alpha/scaling/rotation) will work in the same way.
Do note however that 1) miniB3D is slightly slower than B3D, so the performance will be noticeably less, and 2) performance will be dramatically worse than Max2D, since Max2D accesses OpenGL directly rather than faffing about with aligning things against the camera in 3D space and calling RenderWorld and so on.
All in all, a conversion is most definitely possible, but you'd do much better to spend that same amount of effort on simply building the SpriteCandy commands out of Max2D.
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