; ID: 3125 ; Author: munch ; Date: 2014-05-14 23:41:19 ; Title: Openb3d library wrapper ; Description: Openb3d is a version of Minib3d in C++ ' functions.bmx ' Wrapped functions from Openb3d library ' Wrapped functions with Byte Ptr arguments (for casting to Int) ' -------------------------------------------------------------- ' Minib3d Only Rem bbdoc: undocumented End Rem Function MeshCullRadius( ent:Int, radius:Float ) MeshCullRadius_( Byte Ptr(ent), radius ) End Function ' Blitz3D functions, A-Z Rem bbdoc: Online doc End Rem Function AddAnimSeq:Int( ent:Int, length:Int ) Return AddAnimSeq_( Byte Ptr(ent), length ) End Function Rem bbdoc: Online doc End Rem Function AddMesh( mesh1:Int, mesh2:Int ) AddMesh_( Byte Ptr(mesh1), Byte Ptr(mesh2) ) End Function Rem bbdoc: Online doc End Rem Function AddTriangle:Int( surf:Int, v0:Int, v1:Int, v2:Int ) Return AddTriangle_( Byte Ptr(surf), v0, v1, v2 ) End Function Rem bbdoc: Online doc End Rem Function Animating:Int( ent:Int ) Return Animating_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function AnimLength( ent:Int ) AnimLength_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function AnimSeq:Int( ent:Int ) Return AnimSeq_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function AnimTime:Float( ent:Int ) Return AnimTime_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function BrushAlpha( brush:Int, a:Float ) BrushAlpha_( Byte Ptr(brush), a ) End Function Rem bbdoc: Online doc End Rem Function BrushBlend( brush:Int, blend:Int ) BrushBlend_( Byte Ptr(brush), blend ) End Function Rem bbdoc: Online doc End Rem Function BrushColor( brush:Int, r:Float, g:Float, b:Float ) BrushColor_( Byte Ptr(brush), r, g, b ) End Function Rem bbdoc: Online doc End Rem Function BrushFX( brush:Int, fx:Int ) BrushFX_( Byte Ptr(brush), fx ) End Function Rem bbdoc: Online doc End Rem Function BrushShininess( brush:Int, s:Float ) BrushShininess_( Byte Ptr(brush), s ) End Function Rem bbdoc: Online doc End Rem Function CameraClsColor( cam:Int, r:Float, g:Float, b:Float ) CameraClsColor_( Byte Ptr(cam), r, g, b ) End Function Rem bbdoc: Online doc End Rem Function CameraClsMode( cam:Int, cls_depth:Int, cls_zbuffer:Int ) CameraClsMode_( Byte Ptr(cam), cls_depth, cls_zbuffer ) End Function Rem bbdoc: Online doc End Rem Function CameraFogColor( cam:Int, r:Float, g:Float, b:Float ) CameraFogColor_( Byte Ptr(cam), r, g, b ) End Function Rem bbdoc: Online doc End Rem Function CameraFogMode( cam:Int, mode:Int ) CameraFogMode_( Byte Ptr(cam), mode ) End Function Rem bbdoc: Online doc End Rem Function CameraFogRange( cam:Int, nnear:Float, nfar:Float ) CameraFogRange_( Byte Ptr(cam), nnear, nfar ) End Function Rem bbdoc: Online doc End Rem Function CameraPick:Int( cam:Int, x:Float, y:Float ) Return Int( CameraPick_( Byte Ptr(cam), x, GraphicsHeight()-y ) ) ' inverted y End Function Rem bbdoc: Online doc End Rem Function CameraProject( cam:Int, x:Float, y:Float, z:Float ) CameraProject_( Byte Ptr(cam), x, y, z ) End Function Rem bbdoc: Online doc End Rem Function CameraProjMode( cam:Int, mode:Int ) CameraProjMode_( Byte Ptr(cam), mode ) End Function Rem bbdoc: Online doc End Rem Function CameraRange( cam:Int, nnear:Float, nfar:Float ) CameraRange_( Byte Ptr(cam), nnear, nfar ) End Function Rem bbdoc: Online doc End Rem Function CameraViewport( cam:Int, x:Int, y:Int, width:Int, height:Int ) CameraViewport_( Byte Ptr(cam), x, y, width, height ) End Function Rem bbdoc: Online doc End Rem Function CameraZoom( cam:Int, zoom:Float ) CameraZoom_( Byte Ptr(cam), zoom ) End Function Rem bbdoc: Online doc End Rem Function CollisionEntity:Int( ent:Int, index:Int ) Return Int( CollisionEntity_( Byte Ptr(ent), index ) ) End Function Rem bbdoc: Online doc End Rem Function CollisionNX:Float( ent:Int, index:Int ) Return CollisionNX_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionNY:Float( ent:Int, index:Int ) Return CollisionNY_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionNZ:Float( ent:Int, index:Int ) Return CollisionNZ_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionSurface:Int( ent:Int, index:Int ) Return Int( CollisionSurface_( Byte Ptr(ent), index ) ) End Function Rem bbdoc: Online doc End Rem Function CollisionTime:Float( ent:Int, index:Int ) Return CollisionTime_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionTriangle:Int( ent:Int, index:Int ) Return CollisionTriangle_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionX:Float( ent:Int, index:Int ) Return CollisionX_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionY:Float( ent:Int, index:Int ) Return CollisionY_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CollisionZ:Float( ent:Int, index:Int ) Return CollisionZ_( Byte Ptr(ent), index ) End Function Rem bbdoc: Online doc End Rem Function CountChildren:Int( ent:Int ) Return CountChildren_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function CountCollisions:Int( ent:Int ) Return CountCollisions_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function CountSurfaces:Int( mesh:Int ) Return CountSurfaces_( Byte Ptr(mesh) ) End Function Rem bbdoc: Online doc End Rem Function CountTriangles:Int( surf:Int ) Return CountTriangles_( Byte Ptr(surf) ) End Function Rem bbdoc: Online doc End Rem Function CountVertices:Int( surf:Int ) Return CountVertices_( Byte Ptr(surf) ) End Function Rem bbdoc: undocumented End Rem Function CreateStencil:Int() Return Int( CreateStencil_() ) End Function Rem bbdoc: Online doc End Rem Function DeltaPitch:Float( ent1:Int, ent2:Int ) Return -DeltaPitch_( Byte Ptr(ent1), Byte Ptr(ent2) ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function DeltaYaw:Float( ent1:Int, ent2:Int ) Return DeltaYaw_( Byte Ptr(ent1), Byte Ptr(ent2) ) End Function Rem bbdoc: Online doc End Rem Function EntityAlpha( ent:Int, alpha:Float ) EntityAlpha_( Byte Ptr(ent), alpha ) End Function Rem bbdoc: Online doc End Rem Function EntityAutoFade( ent:Int, near:Float, far:Float ) EntityAutoFade_( Byte Ptr(ent), near, far ) End Function Rem bbdoc: Online doc End Rem Function EntityBlend( ent:Int, blend:Int ) EntityBlend_( Byte Ptr(ent), blend ) End Function Rem bbdoc: Online doc End Rem Function EntityBox( ent:Int, x:Float, y:Float, z:Float, w:Float, h:Float, d:Float ) EntityBox_( Byte Ptr(ent), x, y, z, w, h, d ) End Function Rem bbdoc: Online doc End Rem Function EntityClass:String( ent:Int ) Return String.FromCString( EntityClass_( Byte Ptr(ent) ) ) End Function Rem bbdoc: Online doc End Rem Function EntityCollided:Int( ent:Int, type_no:Int ) Return Int( EntityCollided_( Byte Ptr(ent), type_no ) ) End Function Rem bbdoc: Online doc End Rem Function EntityColor( ent:Int, red:Float, green:Float, blue:Float ) EntityColor_( Byte Ptr(ent), red, green, blue ) End Function Rem bbdoc: Online doc End Rem Function EntityDistance:Float( ent1:Int, ent2:Int ) Return EntityDistance_( Byte Ptr(ent1), Byte Ptr(ent2) ) End Function Rem bbdoc: Online doc End Rem Function EntityFX( ent:Int, fx:Int ) EntityFX_( Byte Ptr(ent), fx ) End Function Rem bbdoc: Online doc End Rem Function EntityInView:Int( ent:Int, cam:Int ) Return EntityInView_( Byte Ptr(ent), Byte Ptr(cam) ) End Function Rem bbdoc: Online doc End Rem Function EntityName:String( ent:Int ) Return String.FromCString( EntityName_( Byte Ptr(ent) ) ) End Function Rem bbdoc: Online doc End Rem Function EntityOrder( ent:Int, order:Int ) EntityOrder_( Byte Ptr(ent), order ) End Function Rem bbdoc: Online doc End Rem Function EntityPick:Int( ent:Int, range:Float ) Return Int( EntityPick_( Byte Ptr(ent), range ) ) End Function Rem bbdoc: Online doc End Rem Function EntityShininess( ent:Int, shine:Float ) EntityShininess_( Byte Ptr(ent), shine ) End Function Rem bbdoc: Online doc End Rem Function EntityVisible:Int( src_ent:Int, dest_ent:Int ) Return EntityVisible_( Byte Ptr(src_ent), Byte Ptr(dest_ent) ) End Function Rem bbdoc: Online doc End Rem Function FindChild:Int( ent:Int, child_name:String ) Return Int( FindChild_( Byte Ptr(ent), child_name.ToCString() ) ) End Function Rem bbdoc: Online doc End Rem Function FindSurface:Int( mesh:Int, brush:Int ) Return Int( FindSurface_( Byte Ptr(mesh), Byte Ptr(brush) ) ) End Function Rem bbdoc: Online doc End Rem Function FlipMesh( mesh:Int ) FlipMesh_( Byte Ptr(mesh) ) End Function Rem bbdoc: Online doc End Rem Function FreeBrush( brush:Int ) FreeBrush_( Byte Ptr(brush) ) End Function Rem bbdoc: Online doc End Rem Function FreeEntity( ent:Int ) FreeEntity_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function FreeTexture( tex:Int ) FreeTexture_( Byte Ptr(tex) ) End Function Rem bbdoc: undocumented End Rem Function GeosphereHeight( geo:Int, h:Float ) GeosphereHeight_( Byte Ptr(geo), h ) End Function Rem bbdoc: Online doc End Rem Function GetChild:Int( ent:Int, child_no:Int ) Return Int( GetChild_( Byte Ptr(ent), child_no ) ) End Function Rem bbdoc: Online doc End Rem Function GetEntityBrush:Int( ent:Int ) Return Int( GetEntityBrush_( Byte Ptr(ent) ) ) End Function Rem bbdoc: Online doc End Rem Function GetEntityType:Int( ent:Int ) Return GetEntityType_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function GetMatElement:Float( ent:Int, row:Int, col:Int ) Return GetMatElement_( Byte Ptr(ent), row, col ) End Function Rem bbdoc: undocumented End Rem Function GetParentEntity:Int( ent:Int ) Return Int( GetParentEntity_( Byte Ptr(ent) ) ) End Function Rem bbdoc: Online doc End Rem Function GetSurface:Int( mesh:Int, surf_no:Int ) Return Int( GetSurface_( Byte Ptr(mesh), surf_no ) ) End Function Rem bbdoc: Online doc End Rem Function GetSurfaceBrush:Int( surf:Int ) Return Int( GetSurfaceBrush_( Byte Ptr(surf) ) ) End Function Rem bbdoc: Online doc End Rem Function HandleSprite( sprite:Int, h_x:Float, h_y:Float ) HandleSprite_( Byte Ptr(sprite), h_x, h_y ) End Function Rem bbdoc: Online doc End Rem Function HideEntity( ent:Int ) HideEntity_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function LightColor( light:Int, red:Float, green:Float, blue:Float ) LightColor_( Byte Ptr(light), red, green, blue ) End Function Rem bbdoc: Online doc End Rem Function LightConeAngles( light:Int, inner_ang:Float, outer_ang:Float ) LightConeAngles_( Byte Ptr(light), inner_ang, outer_ang ) End Function Rem bbdoc: Online doc End Rem Function LightRange( light:Int, range:Float ) LightRange_( Byte Ptr(light), range ) End Function Rem bbdoc: Online doc End Rem Function LoadAnimTexture:Int( file:String, flags:Int, frame_width:Int, frame_height:Int, first_frame:Int, frame_count:Int ) Return Int( LoadAnimTexture_( file.ToCString(), flags, frame_width, frame_height, first_frame, frame_count ) ) End Function Rem bbdoc: Online doc End Rem Function MeshDepth:Float( mesh:Int ) Return MeshDepth_( Byte Ptr(mesh) ) End Function Rem bbdoc: Online doc End Rem Function MeshesIntersect:Int( mesh1:Int, mesh2:Int ) Return MeshesIntersect_( Byte Ptr(mesh1), Byte Ptr(mesh2) ) End Function Rem bbdoc: Online doc End Rem Function MeshHeight:Float( mesh:Int ) Return MeshHeight_( Byte Ptr(mesh) ) End Function Rem bbdoc: Online doc End Rem Function MeshWidth:Float( mesh:Int ) Return MeshWidth_( Byte Ptr(mesh) ) End Function Rem bbdoc: undocumented End Rem Function ModifyGeosphere( geo:Int, x:Int, z:Int, new_height:Float ) ModifyGeosphere_( Byte Ptr(geo), x, z, new_height ) End Function Rem bbdoc: Online doc End Rem Function ModifyTerrain( terr:Int, x:Int, z:Int, new_height:Float ) ModifyTerrain_( Byte Ptr(terr), x, z, new_height ) End Function Rem bbdoc: Online doc End Rem Function MoveEntity( ent:Int, x:Float, y:Float, z:Float ) MoveEntity_( Byte Ptr(ent), x, y, z ) End Function Rem bbdoc: Online doc End Rem Function NameEntity( ent:Int, name:String ) NameEntity_( Byte Ptr(ent), name.ToCString() ) End Function Rem bbdoc: Online doc End Rem Function PaintEntity( ent:Int, brush:Int ) PaintEntity_( Byte Ptr(ent), Byte Ptr(brush) ) End Function Rem bbdoc: Online doc End Rem Function PaintMesh( mesh:Int, brush:Int ) PaintMesh_( Byte Ptr(mesh), Byte Ptr(brush) ) End Function Rem bbdoc: Online doc End Rem Function PaintSurface( surf:Int, brush:Int ) PaintSurface_( Byte Ptr(surf), Byte Ptr(brush) ) End Function Rem bbdoc: Online doc End Rem Function PickedEntity:Int() Return Int( PickedEntity_() ) End Function Rem bbdoc: Online doc End Rem Function PickedSurface:Int() Return Int( PickedSurface_() ) End Function Rem bbdoc: Online doc End Rem Function PositionMesh( mesh:Int, px:Float, py:Float, pz:Float ) PositionMesh_( Byte Ptr(mesh), px, py, pz ) End Function Rem bbdoc: Online doc End Rem Function PositionTexture( tex:Int, u_pos:Float, v_pos:Float ) PositionTexture_( Byte Ptr(tex), u_pos, v_pos ) End Function Rem bbdoc: Online doc End Rem Function ResetEntity( ent:Int ) ResetEntity_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function RotateMesh( mesh:Int, pitch:Float, yaw:Float, roll:Float ) RotateMesh_( Byte Ptr(mesh), -pitch, yaw, roll ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function RotateSprite( sprite:Int, ang:Float ) RotateSprite_( Byte Ptr(sprite), ang ) End Function Rem bbdoc: Online doc End Rem Function RotateTexture( tex:Int, ang:Float ) RotateTexture_( Byte Ptr(tex), ang ) End Function Rem bbdoc: Online doc End Rem Function ScaleMesh( mesh:Int, sx:Float, sy:Float, sz:Float ) ScaleMesh_( Byte Ptr(mesh), sx, sy, sz ) End Function Rem bbdoc: Online doc End Rem Function ScaleSprite( sprite:Int, s_x:Float, s_y:Float ) ScaleSprite_( Byte Ptr(sprite), s_x, s_y ) End Function Rem bbdoc: Online doc End Rem Function ScaleTexture( tex:Int, u_scale:Float, v_scale:Float ) ScaleTexture_( Byte Ptr(tex), u_scale, v_scale ) End Function Rem bbdoc: Online doc End Rem Function SetCubeFace( tex:Int, face:Int ) SetCubeFace_( Byte Ptr(tex), face ) End Function Rem bbdoc: Online doc End Rem Function SetCubeMode( tex:Int, mode:Int ) SetCubeMode_( Byte Ptr(tex), mode ) End Function Rem bbdoc: Online doc End Rem Function ShowEntity( ent:Int ) ShowEntity_( Byte Ptr(ent) ) End Function Rem bbdoc: Online doc End Rem Function SpriteViewMode( sprite:Int, mode:Int ) SpriteViewMode_( Byte Ptr(sprite), mode ) End Function Rem bbdoc: undocumented End Rem Function StencilAlpha( stencil:Int, a:Float ) StencilAlpha_( Byte Ptr(stencil), a ) End Function Rem bbdoc: undocumented End Rem Function StencilClsColor( stencil:Int, r:Float, g:Float, b:Float ) StencilClsColor_( Byte Ptr(stencil), r, g, b ) End Function Rem bbdoc: undocumented End Rem Function StencilClsMode( stencil:Int, cls_depth:Int, cls_zbuffer:Int ) StencilClsMode_( Byte Ptr(stencil), cls_depth, cls_zbuffer ) End Function Rem bbdoc: Online doc End Rem Function TerrainHeight:Float( terr:Int, x:Int, z:Int ) Return TerrainHeight_( Byte Ptr(terr), x, z ) End Function Rem bbdoc: Online doc End Rem Function TerrainX:Float( terr:Int, x:Float, y:Float, z:Float ) Return TerrainX_( Byte Ptr(terr), x, y, z ) End Function Rem bbdoc: Online doc End Rem Function TerrainY:Float( terr:Int, x:Float, y:Float, z:Float ) Return TerrainY_( Byte Ptr(terr), x, y, z ) End Function Rem bbdoc: Online doc End Rem Function TerrainZ:Float( terr:Int, x:Float, y:Float, z:Float ) Return TerrainZ_( Byte Ptr(terr), x, y, z ) End Function Rem bbdoc: Online doc End Rem Function TextureBlend( tex:Int, blend:Int ) TextureBlend_( Byte Ptr(tex), blend ) End Function Rem bbdoc: Online doc End Rem Function TextureCoords( tex:Int, coords:Int ) TextureCoords_( Byte Ptr(tex), coords ) End Function Rem bbdoc: Online doc End Rem Function TextureHeight:Int( tex:Int ) Return TextureHeight_( Byte Ptr(tex) ) End Function Rem bbdoc: Online doc End Rem Function TextureFilter( match_text:String, flags:Int ) TextureFilter_( match_text.ToCString(), flags ) End Function Rem bbdoc: Online doc End Rem Function TextureName:String( tex:Int ) Return String.FromCString( TextureName_( Byte Ptr(tex) ) ) End Function Rem bbdoc: Online doc End Rem Function TextureWidth:Int( tex:Int ) Return TextureWidth_( Byte Ptr(tex) ) End Function Rem bbdoc: Online doc End Rem Function TFormNormal( x:Float, y:Float, z:Float, src_ent:Int, dest_ent:Int ) TFormNormal_( x, y, z, Byte Ptr(src_ent), Byte Ptr(dest_ent) ) End Function Rem bbdoc: Online doc End Rem Function TFormPoint( x:Float, y:Float, z:Float, src_ent:Int, dest_ent:Int ) TFormPoint_( x, y, z, Byte Ptr(src_ent), Byte Ptr(dest_ent) ) End Function Rem bbdoc: Online doc End Rem Function TFormVector( x:Float, y:Float, z:Float, src_ent:Int, dest_ent:Int ) TFormVector_( x, y, z, Byte Ptr(src_ent), Byte Ptr(dest_ent) ) End Function Rem bbdoc: Online doc End Rem Function TriangleVertex:Int( surf:Int, tri_no:Int, corner:Int ) Return TriangleVertex_( Byte Ptr(surf), tri_no, corner ) End Function Rem bbdoc: Online doc End Rem Function UpdateNormals( mesh:Int ) UpdateNormals_( Byte Ptr(mesh) ) End Function Rem bbdoc: undocumented End Rem Function UpdateTexCoords( surf:Int ) UpdateTexCoords_( Byte Ptr(surf) ) End Function Rem bbdoc: undocumented End Rem Function UseStencil( stencil:Int ) UseStencil_( Byte Ptr(stencil) ) End Function Rem bbdoc: Online doc End Rem Function VertexAlpha:Float( surf:Int, vid:Int ) Return VertexAlpha_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexBlue:Float( surf:Int, vid:Int ) Return VertexBlue_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexCoords( surf:Int, vid:Int, x:Float, y:Float, z:Float ) VertexCoords_( Byte Ptr(surf), vid, x, y, z ) End Function Rem bbdoc: Online doc End Rem Function VertexGreen:Float( surf:Int, vid:Int ) Return VertexGreen_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexNormal( surf:Int, vid:Int, nx:Float, ny:Float, nz:Float ) VertexNormal_( Byte Ptr(surf), vid, nx, ny, nz ) End Function Rem bbdoc: Online doc End Rem Function VertexNX:Float( surf:Int, vid:Int ) Return VertexNX_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexNY:Float( surf:Int, vid:Int ) Return VertexNY_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexNZ:Float( surf:Int, vid:Int ) Return VertexNZ_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexRed:Float( surf:Int, vid:Int ) Return VertexRed_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexX:Float( surf:Int, vid:Int ) Return VertexX_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexY:Float( surf:Int, vid:Int ) Return VertexY_( Byte Ptr(surf), vid ) End Function Rem bbdoc: Online doc End Rem Function VertexZ:Float( surf:Int, vid:Int ) Return VertexZ_( Byte Ptr(surf), vid ) End Function Rem bbdoc: undocumented End Rem Function VoxelSpriteMaterial( voxelspr:Int, mat:Int ) VoxelSpriteMaterial_( Byte Ptr(voxelspr), Byte Ptr(mat) ) End Function ' ***extras*** Rem bbdoc: Load shader from two files, vertex and fragment. End Rem Function LoadShader:Int( ShaderName:String, VshaderFileName:String, FshaderFileName:String ) Return Int( LoadShader_( ShaderName.ToCString(), VshaderFileName.ToCString(), FshaderFileName.ToCString() ) ) End Function Rem bbdoc: Load shader from two strings, vertex and fragment. End Rem Function CreateShader:Int( ShaderName:String, VshaderString:String, FshaderString:String ) Return Int( CreateShader_( ShaderName.ToCString(), VshaderString.ToCString(), FshaderString.ToCString() ) ) End Function Rem bbdoc: Apply shader to a surface. End Rem Function ShadeSurface( surf:Int, material:Int ) ShadeSurface_( Byte Ptr(surf), Byte Ptr(material) ) End Function Rem bbdoc: Apply shader to a mesh. End Rem Function ShadeMesh( mesh:Int, material:Int ) ShadeMesh_( Byte Ptr(mesh), Byte Ptr(material) ) End Function Rem bbdoc: Apply shader to an entity. End Rem Function ShadeEntity( ent:Int, material:Int ) ShadeEntity_( Byte Ptr(ent), Byte Ptr(material) ) End Function Rem bbdoc: Set a shader variable name of a uniform float type to a float value. End Rem Function SetFloat( material:Int, name:String, v1:Float ) SetFloat_( Byte Ptr(material), name.ToCString(), v1 ) End Function Rem bbdoc: Set a shader variable name of a uniform vec2 type to 2 float values. End Rem Function SetFloat2( material:Int, name:String, v1:Float, v2:Float ) SetFloat2_( Byte Ptr(material), name.ToCString(), v1, v2 ) End Function Rem bbdoc: Set a shader variable name of a uniform vec3 type to 3 float values. End Rem Function SetFloat3( material:Int, name:String, v1:Float, v2:Float, v3:Float ) SetFloat3_( Byte Ptr(material), name.ToCString(), v1, v2, v3 ) End Function Rem bbdoc: Set a shader variable name of a uniform vec4 type to 4 float values. End Rem Function SetFloat4( material:Int, name:String, v1:Float, v2:Float, v3:Float, v4:Float ) SetFloat4_( Byte Ptr(material), name.ToCString(), v1, v2, v3, v4 ) End Function Rem bbdoc: Bind a float variable to a shader variable name of a uniform float type. End Rem Function UseFloat( material:Int, name:String, v1:Float Var ) UseFloat_( Byte Ptr(material), name.ToCString(), Varptr(v1) ) End Function Rem bbdoc: Bind 2 float variables to a shader variable name of a uniform vec2 type. End Rem Function UseFloat2( material:Int, name:String, v1:Float Var, v2:Float Var ) UseFloat2_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2) ) End Function Rem bbdoc: Bind 3 float variables to a shader variable name of a uniform vec3 type. End Rem Function UseFloat3( material:Int, name:String, v1:Float Var, v2:Float Var, v3:Float Var ) UseFloat3_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2), Varptr(v3) ) End Function Rem bbdoc: Bind 4 float variables to a shader variable name of a uniform vec4 type. End Rem Function UseFloat4( material:Int, name:String, v1:Float Var, v2:Float Var, v3:Float Var, v4:Float Var ) UseFloat4_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2), Varptr(v3), Varptr(v4) ) End Function Rem bbdoc: Set a shader variable name of a uniform int type to an integer value. End Rem Function SetInteger( material:Int, name:String, v1:Int ) SetInteger_( Byte Ptr(material), name.ToCString(), v1 ) End Function Rem bbdoc: Set a shader variable name of a uniform ivec2 type to 2 integer values. End Rem Function SetInteger2( material:Int, name:String, v1:Int, v2:Int ) SetInteger2_( Byte Ptr(material), name.ToCString(), v1, v2 ) End Function Rem bbdoc: Set a shader variable name of a uniform ivec3 type to 3 integer values. End Rem Function SetInteger3( material:Int, name:String, v1:Int, v2:Int, v3:Int ) SetInteger3_( Byte Ptr(material), name.ToCString(), v1, v2, v3 ) End Function Rem bbdoc: Set a shader variable name of a uniform ivec4 type to 4 integer values. End Rem Function SetInteger4( material:Int, name:String, v1:Int, v2:Int, v3:Int, v4:Int ) SetInteger4_( Byte Ptr(material), name.ToCString(), v1, v2, v3, v4 ) End Function Rem bbdoc: Bind an integer variable to a shader variable name of a uniform int type. End Rem Function UseInteger( material:Int, name:String, v1:Int Var ) UseInteger_( Byte Ptr(material), name.ToCString(), Varptr(v1) ) End Function Rem bbdoc: Bind 2 integer variables to a shader variable name of a uniform ivec2 type. End Rem Function UseInteger2( material:Int, name:String, v1:Int Var, v2:Int Var ) UseInteger2_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2) ) End Function Rem bbdoc: Bind 3 integer variables to a shader variable name of a uniform ivec3 type. End Rem Function UseInteger3( material:Int, name:String, v1:Int Var, v2:Int Var, v3:Int Var ) UseInteger3_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2), Varptr(v3) ) End Function Rem bbdoc: Bind 4 integer variables to a shader variable name of a uniform ivec4 type. End Rem Function UseInteger4( material:Int, name:String, v1:Int Var, v2:Int Var, v3:Int Var, v4:Int Var ) UseInteger4_( Byte Ptr(material), name.ToCString(), Varptr(v1), Varptr(v2), Varptr(v3), Varptr(v4) ) End Function Rem bbdoc: undocumented End Rem Function UseSurface( material:Int, name:String, surf:Int, vbo:Int ) UseSurface_( Byte Ptr(material), name.ToCString(), Byte Ptr(surf), vbo ) End Function Rem bbdoc: Send matrix data to a shader variable name of a uniform mat4 type. If mode is true it sends camera matrix otherwise projection matrix. End Rem Function UseMatrix( material:Int, name:String, mode:Int ) UseMatrix_( Byte Ptr(material), name.ToCString(), mode ) End Function Rem bbdoc: undocumented End Rem Function LoadMaterial:Int( filename:String, flags:Int, frame_width:Int, frame_height:Int, first_frame:Int, frame_count:Int ) Return Int( LoadMaterial_( filename.ToCString(), flags, frame_width, frame_height, first_frame, frame_count ) ) End Function ' Wrapped functions with default arguments (can't be declared in globals) ' ----------------------------------------------------------------------- Rem bbdoc: Copy the contents of the backbuffer to a texture. End Rem Function BackBufferToTex( tex:Int, frame:Int=0 ) BackBufferToTex_( Byte Ptr(tex), frame ) End Function Rem bbdoc: Copy a pixmap buffer to texture, buffer must be a byte ptr. End Rem Function BufferToTex( tex:Int, buffer:Byte Ptr, frame:Int=0 ) BufferToTex_( Byte Ptr(tex), buffer, frame ) End Function Rem bbdoc: Copy a rendered camera view to texture. End Rem Function CameraToTex( tex:Int, cam:Int, frame:Int=0 ) CameraToTex_( Byte Ptr(tex), Byte Ptr(cam), frame ) End Function Rem bbdoc: Copy a texture to a pixmap buffer, buffer must be a byte ptr. End Rem Function TexToBuffer( tex:Int, buffer:Byte Ptr, frame:Int=0 ) TexToBuffer_( Byte Ptr(tex), buffer, frame ) End Function ' Blitz3D functions, A-Z Rem bbdoc: Online doc End Rem Function AddVertex:Int( surf:Int, x:Float, y:Float, z:Float, u:Float=0, v:Float=0, w:Float=0 ) Return AddVertex_( Byte Ptr(surf), x, y, z, u, v, w ) End Function Rem bbdoc: Online doc End Rem Function Animate( ent:Int, mode:Int=1, speed:Float=1, seq:Int=0, trans:Int=0 ) Animate_( Byte Ptr(ent), mode, speed, seq, trans ) End Function Rem bbdoc: Online doc End Rem Function BrushTexture( brush:Int, tex:Int, frame:Int=0, index:Int=0 ) BrushTexture_( Byte Ptr(brush), Byte Ptr(tex), frame, index ) End Function Rem bbdoc: Online doc End Rem Function ClearSurface( surf:Int, clear_verts:Int=True, clear_tris:Int=True ) ClearSurface_( Byte Ptr(surf), clear_verts, clear_tris ) End Function Rem bbdoc: Online doc End Rem Function ClearWorld( entities:Int=True, brushes:Int=True, textures:Int=True ) ClearWorld_( entities, brushes, textures ) End Function Rem bbdoc: Online doc End Rem Function Collisions( src_no:Int, dest_no:Int, method_no:Int, response_no:Int=0 ) Collisions_( src_no, dest_no, method_no, response_no ) End Function Rem bbdoc: Online doc End Rem Function CopyEntity:Int( ent:Int, parent:Int=Null ) Return Int( CopyEntity_( Byte Ptr(ent), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CopyMesh:Int( mesh:Int, parent:Int=Null ) Return Int( CopyMesh_( Byte Ptr(mesh), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateBrush:Int( r:Float=255, g:Float=255, b:Float=255 ) Return Int( CreateBrush_( r, g, b ) ) End Function Rem bbdoc: Online doc End Rem Function CreateCamera:Int( parent:Int=Null ) Return Int( CreateCamera_( Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateCone:Int( segments:Int=8, solid:Int=True, parent:Int=Null ) Return Int( CreateCone_( segments, solid, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateCylinder:Int( segments:Int=8, solid:Int=True, parent:Int=Null ) Return Int( CreateCylinder_( segments, solid, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateCube:Int( parent:Int=Null ) Return Int( CreateCube_( Byte Ptr(parent) ) ) End Function Rem bbdoc: undocumented End Rem Function CreateGeosphere:Int( size:Int, parent:Int=Null ) Return Int( CreateGeosphere_( size, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateMesh:Int( parent:Int=Null ) Return Int( CreateMesh_( Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateLight:Int( light_type:Int=1, parent:Int=Null ) Return Int( CreateLight_( light_type, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreatePivot:Int( parent:Int=Null ) Return Int( CreatePivot_( Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreatePlane:Int( divisions:Int=1, parent:Int=Null ) Return Int( CreatePlane_( divisions, Byte Ptr(parent) ) ) End Function Rem bbdoc: undocumented End Rem Function CreateQuad:Int( parent:Int=Null ) Return Int( CreateQuad_( Byte Ptr(parent) ) ) End Function Rem bbdoc: undocumented End Rem Function CreateShadow:Int( parent:Int, Static:Int=False ) Return Int( CreateShadow_( Byte Ptr(parent), Static ) ) End Function Rem bbdoc: Online doc End Rem Function CreateSphere:Int( segments:Int=8, parent:Int=Null ) Return Int( CreateSphere_( segments, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateSprite:Int( parent:Int=Null ) Return Int( CreateSprite_( Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateSurface:Int( mesh:Int, brush:Int=Null ) Return Int( CreateSurface_( Byte Ptr(mesh), Byte Ptr(brush) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateTerrain:Int( size:Int, parent:Int=Null ) Return Int( CreateTerrain_( size, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function CreateTexture:Int( width:Int, height:Int, flags:Int=9, frames:Int=1 ) Return Int( CreateTexture_( width, height, flags, frames ) ) End Function Rem bbdoc: undocumented End Rem Function CreateVoxelSprite:Int( slices:Int=64, parent:Int=Null ) Return Int( CreateVoxelSprite_( slices, Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function EntityParent( ent:Int, parent_ent:Int, glob:Int=True ) EntityParent_( Byte Ptr(ent), Byte Ptr(parent_ent), glob ) End Function Rem bbdoc: Online doc End Rem Function EntityPickMode( ent:Int, pick_mode:Int, obscurer:Int=True ) EntityPickMode_( Byte Ptr(ent), pick_mode, obscurer ) End Function Rem bbdoc: Online doc End Rem Function EntityPitch:Float( ent:Int, glob:Int=False ) Return -EntityPitch_( Byte Ptr(ent), glob ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function EntityRadius( ent:Int, radius_x:Float, radius_y:Float=0 ) EntityRadius_( Byte Ptr(ent), radius_x, radius_y ) End Function Rem bbdoc: Online doc End Rem Function EntityRoll:Float( ent:Int, glob:Int=True ) Return EntityRoll_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Online doc End Rem Function EntityTexture( ent:Int, tex:Int, frame:Int=0, index:Int=0 ) EntityTexture_( Byte Ptr(ent), Byte Ptr(tex), frame, index ) End Function Rem bbdoc: Online doc End Rem Function EntityType( ent:Int, type_no:Int, recursive:Int=False ) EntityType_( Byte Ptr(ent), type_no, recursive ) End Function Rem bbdoc: Online doc End Rem Function EntityX:Float( ent:Int, glob:Int=False ) Return EntityX_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Online doc End Rem Function EntityY:Float( ent:Int, glob:Int=False ) Return EntityY_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Online doc End Rem Function EntityYaw:Float( ent:Int, glob:Int=False ) Return EntityYaw_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Online doc End Rem Function EntityZ:Float( ent:Int, glob:Int=False ) Return EntityZ_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Online doc End Rem Function ExtractAnimSeq:Int( ent:Int, first_frame:Int, last_frame:Int, seq:Int=0 ) Return ExtractAnimSeq_( Byte Ptr(ent), first_frame, last_frame, seq ) End Function Rem bbdoc: Online doc End Rem Function FitMesh( mesh:Int, x:Float, y:Float, z:Float, width:Float, height:Float, depth:Float, uniform:Int=False ) FitMesh_( Byte Ptr(mesh), x, y, z, width, height, depth, uniform ) End Function Rem bbdoc: undocumented End Rem Function FreeShadow( shad:Int ) FreeShadow_( Byte Ptr(shad) ) End Function Rem bbdoc: Online doc End Rem Function GetBrushTexture:Int( brush:Int, index:Int=0 ) Return Int( GetBrushTexture_( Byte Ptr(brush), index ) ) End Function Rem bbdoc: Online doc End Rem Function LinePick:Int( x:Float, y:Float, z:Float, dx:Float, dy:Float, dz:Float, radius:Float=0 ) Return Int( LinePick_( x, y, z, dx, dy, dz, radius ) ) End Function Rem bbdoc: Online doc End Rem Function LoadAnimMesh:Int( file:String, parent:Int=Null ) Return Int( LoadAnimMesh_( file.ToCString(), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function LoadBrush:Int( file:String, flags:Int=1, u_scale:Float=1, v_scale:Float=1 ) Return Int( LoadBrush_( file.ToCString(), flags, u_scale, v_scale ) ) End Function Rem bbdoc: undocumented End Rem Function LoadGeosphere:Int( file:String, parent:Int=Null ) Return Int( LoadGeosphere_( file.ToCString(), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function LoadMesh:Int( file:String, parent:Int=Null ) Return Int( LoadMesh_( file.ToCString(), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function LoadTerrain:Int( file:String, parent:Int=Null ) Return Int( LoadTerrain_( file.ToCString(), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function LoadTexture:Int( file:String, flags:Int=1 ) Return Int( LoadTexture_( file.ToCString(), flags ) ) End Function Rem bbdoc: Online doc End Rem Function LoadSprite:Int( tex_file:String, tex_flag:Int=1, parent:Int=Null ) Return Int( LoadSprite_( tex_file.ToCString(), tex_flag, Byte Ptr(parent) ) ) End Function Rem bbdoc: undocumented End Rem Function MeshCSG:Int( m1:Int, m2:Int, method_no:Int=1 ) Return Int( MeshCSG_( Byte Ptr(m1), Byte Ptr(m2), method_no ) ) End Function Rem bbdoc: Online doc End Rem Function PointEntity( ent:Int, target_ent:Int, roll:Float=0 ) PointEntity_( Byte Ptr(ent), Byte Ptr(target_ent), roll ) End Function Rem bbdoc: Online doc End Rem Function PositionEntity( ent:Int, x:Float, y:Float, z:Float, glob:Int=False ) PositionEntity_( Byte Ptr(ent), x, y, z, glob ) End Function Rem bbdoc: undocumented End Rem Function RepeatMesh:Int( mesh:Int, parent:Int=Null ) Return Int( RepeatMesh_( Byte Ptr(mesh), Byte Ptr(parent) ) ) End Function Rem bbdoc: Online doc End Rem Function RotateEntity( ent:Int, x:Float, y:Float, z:Float, glob:Int=False ) RotateEntity_( Byte Ptr(ent), -x, y, z, glob ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function ScaleEntity( ent:Int, x:Float, y:Float, z:Float, glob:Int=False ) ScaleEntity_( Byte Ptr(ent), x, y, z, glob ) End Function Rem bbdoc: Online doc End Rem Function SetAnimTime( ent:Int, time:Float, seq:Int=0 ) SetAnimTime_( Byte Ptr(ent), time, seq ) End Function Rem bbdoc: undocumented End Rem Function StencilMesh( stencil:Int, mesh:Int, mode:Int=1 ) StencilMesh_( Byte Ptr(stencil), Byte Ptr(mesh), mode ) End Function Rem bbdoc: undocumented End Rem Function StencilMode( stencil:Int, m:Int, o:Int=1 ) StencilMode_( Byte Ptr(stencil), m, o ) End Function Rem bbdoc: Online doc End Rem Function TranslateEntity( ent:Int, x:Float, y:Float, z:Float, glob:Int=False ) TranslateEntity_( Byte Ptr(ent), x, y, z, glob ) End Function Rem bbdoc: Online doc End Rem Function TurnEntity( ent:Int, x:Float, y:Float, z:Float, glob:Int=False ) TurnEntity_( Byte Ptr(ent), -x, y, z, glob ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function UpdateWorld( anim_speed:Float=1 ) UpdateWorld_( anim_speed ) End Function Rem bbdoc: Online doc End Rem Function VertexColor( surf:Int, vid:Int, r:Float, g:Float, b:Float, a:Float=1 ) VertexColor_( Byte Ptr(surf), vid, r, g, b, a ) End Function Rem bbdoc: Online doc End Rem Function VertexTexCoords( surf:Int, vid:Int, u:Float, v:Float, w:Float=0, coord_set:Int=0 ) VertexTexCoords_( Byte Ptr(surf), vid, u, v, w, coord_set ) End Function Rem bbdoc: Online doc End Rem Function VertexU:Float( surf:Int, vid:Int, coord_set:Int=0 ) Return VertexU_( Byte Ptr(surf), vid, coord_set ) End Function Rem bbdoc: Online doc End Rem Function VertexV:Float( surf:Int, vid:Int, coord_set:Int=0 ) Return VertexV_( Byte Ptr(surf), vid, coord_set ) End Function Rem bbdoc: Online doc End Rem Function VertexW:Float( surf:Int, vid:Int, coord_set:Int=0 ) Return VertexW_( Byte Ptr(surf), vid, coord_set ) End Function ' ***extras*** Rem bbdoc: undocumented End Rem Function EntityScaleX:Float( ent:Int, glob:Int=False ) Return EntityScaleX_( Byte Ptr(ent), glob ) End Function Rem bbdoc: undocumented End Rem Function EntityScaleY:Float( ent:Int, glob:Int=False ) Return EntityScaleY_( Byte Ptr(ent), glob ) End Function Rem bbdoc: undocumented End Rem Function EntityScaleZ:Float( ent:Int, glob:Int=False ) Return EntityScaleZ_( Byte Ptr(ent), glob ) End Function Rem bbdoc: Load a texture for 2D texture sampling. End Rem Function ShaderTexture( material:Int, tex:Int, name:String, index:Int=0 ) ShaderTexture_( Byte Ptr(material), Byte Ptr(tex), name.ToCString(), index ) End Function Rem bbdoc: Load a texture for 3D texture sampling. End Rem Function ShaderMaterial( material:Int, tex:Int, name:String, index:Int=0 ) ShaderMaterial_( Byte Ptr(material), Byte Ptr(tex), name.ToCString(), index ) End Function Rem bbdoc: undocumented End Rem Function CreateOcTree:Int( w:Float, h:Float, d:Float, parent_ent:Int=Null ) Return Int( CreateOcTree_( w, h, d, Byte Ptr(parent_ent) ) ) End Function Rem bbdoc: undocumented End Rem Function OctreeBlock( octree:Int, mesh:Int, level:Int, X:Float, Y:Float, Z:Float, Near:Float=0, Far:Float=1000 ) OctreeBlock_( Byte Ptr(octree), Byte Ptr(mesh), level, X, Y, Z, Near, Far ) End Function Rem bbdoc: undocumented End Rem Function OctreeMesh( octree:Int, mesh:Int, level:Int, X:Float, Y:Float, Z:Float, Near:Float=0, Far:Float=1000 ) OctreeMesh_( Byte Ptr(octree), Byte Ptr(mesh), level, X, Y, Z, Near, Far ) End Function ' Remaining functions (wrapped for docs) ' -------------------------------------- Rem bbdoc: Online doc End Rem Function AmbientLight( r:Float, g:Float, b:Float ) AmbientLight_( r, g, b ) End Function Rem bbdoc: Online doc End Rem Function AntiAlias( samples:Int ) AntiAlias_( samples ) End Function Rem bbdoc: Online doc End Rem Function ClearCollisions() ClearCollisions_() End Function Rem bbdoc: Online doc End Rem Function ClearTextureFilters() ClearTextureFilters_() End Function Rem bbdoc: undocumented End Rem Function GraphicsResize( width:Int, height:Int ) GraphicsResize_( width, height ) End Function Rem bbdoc: Online doc End Rem Function PickedNX:Float() Return PickedNX_() End Function Rem bbdoc: Online doc End Rem Function PickedNY:Float() Return PickedNY_() End Function Rem bbdoc: Online doc End Rem Function PickedNZ:Float() Return PickedNZ_() End Function Rem bbdoc: Online doc End Rem Function PickedTime:Float() Return PickedTime_() End Function Rem bbdoc: Online doc End Rem Function PickedTriangle:Int() Return PickedTriangle_() End Function Rem bbdoc: Online doc End Rem Function PickedX:Float() Return PickedX_() End Function Rem bbdoc: Online doc End Rem Function PickedY:Float() Return PickedY_() End Function Rem bbdoc: Online doc End Rem Function PickedZ:Float() Return PickedZ_() End Function Rem bbdoc: Online doc End Rem Function ProjectedX:Float() Return ProjectedX_() End Function Rem bbdoc: Online doc End Rem Function ProjectedY:Float() Return ProjectedY_() End Function Rem bbdoc: Online doc End Rem Function ProjectedZ:Float() Return ProjectedZ_() End Function Rem bbdoc: Online doc End Rem Function RenderWorld() RenderWorld_() End Function Rem bbdoc: Online doc End Rem Function TFormedX:Float() Return TFormedX_() End Function Rem bbdoc: Online doc End Rem Function TFormedY:Float() Return TFormedY_() End Function Rem bbdoc: Online doc End Rem Function TFormedZ:Float() Return TFormedZ_() End Function Rem bbdoc: Online doc End Rem Function VectorPitch:Float( vx:Float, vy:Float, vz:Float ) Return -VectorPitch_( vx, vy, vz ) ' inverted pitch End Function Rem bbdoc: Online doc End Rem Function VectorYaw:Float( vx:Float, vy:Float, vz:Float ) Return VectorYaw_( vx, vy, vz ) End Function Rem bbdoc: Online doc End Rem Function Wireframe( enable:Int ) Wireframe_( enable ) End Function