Worklog Entry for my ext. Version
BlitzMax Forums/MiniB3D Module/Worklog Entry for my ext. Version
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Hi, after a long time of silence I have decided to open a worklog to give you some feedback about it comes along with my minib3d version. http://www.blitzbasic.com/logs/userlog.php?user=8309&log=1439 thx for reading :) |
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Klepto2, Very nice. Thanks for the update. |
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Thanks Klepto - following your progress :) |
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Seems good, thanks for sharing, wanted to download it but your site is down at the moment. |
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I've been wanting to download your version of minib3d for a while. I was wondering, is the source code included or is it pre-compiled as a module? I'm interested to see how you have implemented shaders into your version ;) |
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Thanks Klepto (Vielen Dank), until now I was using B3D but with your MiniB3D extensions think it's time to change to BlitzMax :) |
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Small Update: Some infos about VBOs, Terrains and Particles. http://www.blitzbasic.com/logs/userlog.php?user=8309&log=1439 |
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cool. nice work. klepto2, for shaders, a shader is applied to a brush. a brush is painted on a surface. when renderworld is called, the shader is run? |
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Running in Vista? Nice! Looks like it's using the ancient UI, though. Does that program have a Manifest file? Your particles look pretty good. I can't wait to see them in action! And that canvas stuff is good, too, but I'll have to get MaxGUI before I can try that... One thought with your editor: Those "bounding box" and "bounding sphere" check boxes seem to create a lot of unnecessary white space better used for a bigger preview. Couldn't they be put at the bottom, or in the menu? (What do they do, anyway?) |
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Sry, but I haven't tested it on Vista yet. My system is Just XP with the Vista Transformation Package ;) . The Editor Design will change a lot and your suggestion will surely be applied. @bradford: Yes, thats the way the shaders are supposed to work. But you have to activate before you they take effect in Renderworld. I will write a very small shader sample later this day. |