Code archives/File Utilities/Screenshot Util
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;How to make a Stringcounter (up to 99) ;and a nice Steel texture ;and a nice Screenshot tool. ; | |||||
;Blitz 3D ;How to make a Stringcounter (up to 99) ;and a nice Steel texture ;and a nice Screenshot tool. ; ;www.erren 3D.de ; ; Press S to save Shot and W for Wire Frame ; ;Ein netter Stringzähler (wandelt Echtzahl in String) ;und ne schöne Stahltextur ;und ein Bildschirminhaltsspeicherwerkzeug :o) ; Graphics3D 1024,768 SetBuffer BackBuffer() Global pz=1 Camera = CreateCamera( ) PositionEntity camera,0,4,-6 RotateEntity camera,30,0,0 CameraFogMode camera,1 CameraFogRange camera,0,110 CameraFogColor camera,0,0,0 AmbientLight 191,191,191 light=CreateLight() LightColor light,31,31,31 RotateEntity light,45,0,0 grid_tex=CreateTexture( 16,16,2 ) ScaleTexture grid_tex,4,4 SetBuffer TextureBuffer( grid_tex ) Color 50,50,200:Rect 0,0,16,16,False Boden=CreatePlane() EntityTexture Boden,grid_tex EntityColor Boden,30,30,130 EntityAlpha Boden,.6 mirror=CreateMirror () PositionEntity mirror,0,0,0 auf=512 stahl=CreateTexture(auf,auf,1) SetBuffer TextureBuffer(stahl) Color 200,200,200 Rect 0,0,auf,auf For sta = 0 To auf co=Int(Rnd(1)*50)+180 Color co,co,co y=(Int(Rnd(1)*auf)) y2=Rnd(10)-10 Line 1,y+1,auf,y+y2+1 Line 1,y+y2+1,auf,y+1 Next SetBuffer BackBuffer() box=CreateCube() PositionEntity box,0,2.53,0 RotateEntity box,0,0,90 ScaleEntity box,1.3,1.3,1.3 EntityTexture box,stahl While Not KeyHit(1) If KeyDown (31) Then SetBuffer FrontBuffer() gfxGrab=CreateImage(1024,768) GrabImage gfxGrab,0,0 GN$="PicShot"+pz+".BMP" SaveImage (gfxGrab,GN$) FreeImage gfxGrab pz=pz+1 EndIf If KeyHit(17) Then wire=Not wire:WireFrame wire rw=rw+1 tw#=Sin(rw)*30 hw#=Cos(rw)*20 If rw= 360 Then rw=0 as=Rnd(360) EndIf RotateEntity box,0+hw/2,tw,90+hw ;TurnEntity box,.3,tw,tw Dither True AntiAlias True WBuffer True UpdateWorld RenderWorld Flip Wend WaitKey() End |
Comments
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Buffer does not exist.SetBuffer TextureBuffer( grid_tex ) |
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To make this work, change the grid_tex=CreateTexture(16,16,2) to grid_tex=CreateTexture(16,16) |
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I've seen the same in multiple pieces of (older)code were the flags had to be removed before could get it to work. Any idea why? For the syntax/description reads: CreateTexture ( width,height[,flags][,frames] ) Parameters width - width of texture height - height of texture flags (optional) - texture flag: 1: Color (default) 2: Alpha 4: Masked 8: Mipmapped 16: Clamp U 32: Clamp V 64: Spherical environment map 128: Cubic environment map 256: Store texture in vram 512: Force the use of high color textures frames (optional) - no of frames texture will have. Defaults to 1. Is this no longer valid? |
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I ran into this when I recently had a nostalgic stroll through some of my old B3D source. At some point something changed and you now have to define the colour flag. Prolly sommat to do with DX7 emulation on modern cards?grid_tex = CreateTexture(16, 16, 1 + 2) |
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Hmmm, that sounds like a valid reason. |
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Yep....I posted about this a while ago.... http://www.blitzbasic.com/Community/posts.php?topic=78531#881761 |
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Ahah, only 7 years ago. Feeling a little retro.. :-) |
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