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minib3d setting Texture..

Hardcoal

New member
Joined
Jul 4, 2020
Messages
28
Hi
Im trying to set texture to a simple cube, after using createcube command

im using LoadTexture command and try to do EntityTexture on the cube..
but it keep getting stuck and do nothing..

I even did .. TPixmap.PreLoadPixmap([]) before and still it didnt work..

i put the texture on a .data folder.. so thats not it..

cheers
 
As there are basically no users here that use MiniB3d, could you attach a small project so I can try myself?
 
im just a begginer in minib3d though i know b3d very well..
ive checked a demo of minib3d and there version managed to work
but mine doesnt..
ill try a bit more and if not ill post here the code..

this is my first days of using cerberus though i have some expirience with monkey from years ago..

do people use vortex as the main 3d engine? or are there other alternatives ?
 
I don't know.

Edit: let me rephrase that. I don't know of any other users here who develop a 3d game.
Personally i would use AGK Classic with CX. That is till we have our own supported solution. Which is on the map. But first i want to integrate a new render backend
 
Last edited:
Ok, tested this myself, here on GLFW and HTML5:

Cerberus:
Strict
#HTML5_APP_FILENAME="index.html" 'Set the default name for the html outfile.
#HTML5_APP_TITLE="Cerberus Game - Example textured cube"         'Set the title inside the browser tab.
#GLFW_WINDOW_TITLE="Cerberus Game - Example textured cube"

Import minib3d

Function Main:Int()
    New Game
    Return 0
End

Class Game Extends App
    
    Field cam:TCamera
    
    Field light:TLight
    Field cube:TMesh
    Field txt:TText
    
    ' used by fps code
    Field old_ms:Int
    Field renders:Int
    Field fps:Int
    
    Field a:Float=0, dir:Int=0, oldTouchX:Int, oldTouchY:Int, touchBegin:Int, lr#, ud#
    'Field anim_time:Int
    
    Field redbrush:TBrush

    Field init_gl:Bool = False
    
    '--------------------------------------------------------
    Method OnCreate:Int()
        SetRender()   
        SetSwapInterval (0)
        SetUpdateRate (0)
        Return 0
    End

    '--------------------------------------------------------
    Method Init:Int()
        
        If init_gl Then Return 0
        
        If Not TPixmap.PreLoadPixmap(["cx.png","mojo_font.png"])   
            Return 0
        Endif
        
        init_gl = True

        cam = CreateCamera()
        cam.CameraClsColor(0,0,80)
        cam.PositionEntity 0,4,-7
        
        light=CreateLight(1)
        light.PositionEntity 0,3,-3
        
        cube=CreateCube()
        'cube.ScaleEntity(0.5,0.5,0.5)
        cube.name = "cube"
        PositionEntity cube,0,2,2
                
        redbrush = New TBrush
        redbrush.BrushColor(255,255,255)
        redbrush.LoadTexture("cx.png")             '<--------
        cube.PaintEntity( redbrush)
        
        txt = TText.CreateText2D()
        'txt.NoSmooth()

        old_ms=Millisecs()
        
        'Wireframe(True)
        
        Print "main: init done"
        Return 0
    End
    
    '--------------------------------------------------------
    Method OnUpdate:Int()
    
        If KeyHit(KEY_CLOSE) Or KeyHit(KEY_ESCAPE) Then Error ""
        
        If Not init_gl Then Init(); Return 0
        
        ' control camera
        Local cr:Float = KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT)
        Local cu:Float = KeyDown(KEY_DOWN)-KeyDown(KEY_UP)
        
        Local camin:Float = KeyDown(KEY_W)-KeyDown(KEY_S)
        Local camup:Float = KeyDown(KEY_D)-KeyDown(KEY_A)
        
        Local turnzx:Float = KeyDown(KEY_Z)-KeyDown(KEY_X)
        
        If TouchDown(0) And Not TouchDown(1)
            If Not touchBegin
                oldTouchX = TouchX()
                oldTouchY = TouchY()
                touchBegin = 1
            Endif
            lr = (TouchX() - oldTouchX) * 0.5
            ud = (-TouchY() + oldTouchY) *0.5
            oldTouchX = TouchX()
            oldTouchY = TouchY()
        Elseif TouchDown(1)
            If Not touchBegin
                oldTouchX = TouchX()
                oldTouchY = TouchY()
                touchBegin = 1
            Endif
            camup = (-TouchX() + oldTouchX) * 0.1
            camin = (-TouchY() + oldTouchY) *0.1
            oldTouchX = TouchX()
            oldTouchY = TouchY()
        Else
            touchBegin = 0
        Endif
        
        TurnEntity cube,turnzx*2,0,0
        MoveEntity cube,(lr)*0.2,0,ud*0.1'camup,0,camin
        
        cam.MoveEntity camup,0,camin
        cam.TurnEntity cu,cr,0

        txt.SetText(fps+" fps")
        txt.HideEntity()
        txt.Draw(0,0)
        
        ' calculate fps
        If Millisecs()-old_ms >= 1000
            old_ms=Millisecs()
            fps=renders
            renders=0
        Endif
        
        UpdateWorld()
        Return 0
    End
    
    '--------------------------------------------------------
    Method OnRender:Int()

        RenderWorld()
        renders=renders+1
        Return 0
    End

End
 
OK thanks Mike.. i finally figured out what was wrong..
it was several things..
but one of them was that i came from a pc only apps making background..

I didnt allow the images to load using PreLoadPixmap.
I mean i used to command but without the Return 0..

Its a totally different mindset i need to adopt.. or partially

but it works now..
 
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