Openb3d.Openb3d: Functions Types Modinfo Source  

OpenB3D extended functions

Descriptions and some extra information.

Functions Summary

ActFadeTo Fades entity to the given alpha value (0..1) at the speed of rate.
ActMoveBy Moves entity by an x y z position increment at the speed of rate.
ActMoveTo Moves entity to the given x y z position at the speed of rate.
ActNewtonian Translates entity in the direction it is moving, rate should be below 1.
ActScaleTo Scales entity to the given x y z dimensions at the speed of rate.
ActTintTo Tints entity to the given r g b value (0..255) at the speed of rate.
ActTrackByDistance Tracks target entity up to a given distance at the speed of rate.
ActTrackByPoint Tracks target entity at a given point from the entity at the speed of rate.
ActTurnBy Turns entity by an x y z rotation increment at the speed of rate.
ActTurnTo Turns entity to the given x y z rotation at the speed of rate.
ActVector Positions entity according the given x y z vector.
AddSurface Add an existing surface to a mesh.
AmbientShader Set default shader for surfaces.
AppendAction Adds action to the end of another one, where act1 happens before act2.
BackBufferToTex Copy the contents of the backbuffer to a texture.
BeginMax2D Begin using Max2D functions.
BrushGLBlendFunc GL equivalent.
BrushGLColor GL equivalent.
BufferToTex Copy pixmap buffer to texture, buffer must be a byte ptr.
CameraToTex Copy rendered camera view to texture.
CopyBrush Returns a copy of the new brush.
CopyList Copy a list or vector. To copy a field list use as a method.
CopySurface Returns a copy of the new surface.
CopyTexture Returns a copy of the new texture.
CreateBlob Create blob from a fluid mesh where radius is the size of the blob.
CreateBone Create bone.
CreateConstraint Create constraint force between two entities of given length, doesn't affect rotation.
CreateFluid Create fluid mesh for blobs to use.
CreateGeosphere Create geodesic sphere and set terrain size.
CreateOcTree Create octree and set its width, height and depth.
CreateParticleEmitter Create particle emitter from sprite.
CreateQuad Create flat quad.
CreateRigidBody Create rigid physics body attached to four entities.
CreateShader Load shader from two strings, vertex and fragment.
CreateShadow Create stencil shadow, static is for static or dynamic shadows.
CreateStencil Create stencil object.
CreateVoxelSprite Create voxel sprite where slices is the number of sprites.
DepthBufferToTex Copy the contents of the depth buffer to a texture.
EmitterParticleFunction Set custom rendering callback function for particle emitter.
EmitterParticleLife Particle lifespan in frames.
EmitterParticleSpeed Set initial speed, use Rotate/TurnEntity to change direction.
EmitterRate Rate between each emission in range 0..1, smaller is slower.
EmitterVariance Set randomness of emission (direction and speed)
EmitterVector Set vector (direction and speed) for wind or gravity effects.
EndMax2D End using Max2D functions.
EntityScaleX Returns the scale for the x axis of an entity set with ScaleEntity.
EntityScaleY Returns the scale for the y axis of an entity set with ScaleEntity.
EntityScaleZ Returns the scale for the z axis of an entity set with ScaleEntity.
FluidArray Create custom rendering array data for fluid mesh and set width, height and depth.
FluidFunction Set custom rendering callback function for fluid mesh.
FluidThreshold Set threshold value used in fluid rendering algorithm, 0.5 is default.
FreeAction Frees action from memory.
FreeShader Free shader.
FreeShadow Free stencil shadow.
FreeStencil Free stencil.
FreeSurface Frees VBO data and brush.
GeosphereHeight Set terrain height normalizing value, 0.05 is default.
ListPushBack Like using ListAddLast(list,value) in Minib3d, except ent parameter.
LoadGeosphere Load geodesic sphere terrain from heightmap image.
LoadMaterial Load a texture from image for 3D texture sampling, use with voxelsprites.
LoadShader Load shader from two files, vertex and fragment.
LoadTextureAlpha Load texture and set alpha with alphamask - if set to zero then alpha is not changed.
MeshCSG Method 0 subtracts mesh2 from mesh1, 1 adds meshes, 2 intersects meshes. Returns a new mesh.
MeshCullRadius Equivalent of Blitz3D's MeshCullBox command. It sets the radius of a mesh's 'cull sphere'
ModifyGeosphere Set height of a given point, like ModifyTerrain.
OctreeBlock Place mesh into a node of an octree, the mesh can be duplicated using no more memory.
OctreeMesh Place mesh into a node of an octree, the mesh can't be duplicated so to do that use CopyEntity.
ParticleColor Set color of particle trails.
ParticleTrail Set number of particles in trail.
ParticleVector Set vector (direction and speed) of particle trails.
RepeatMesh Like CopyMesh but for instancing effects.
ResetShadow Reset created flag to update static shadow.
SetFloat Set a shader variable name of a uniform float type to a float value.
SetFloat2 Set a shader variable name of a uniform vec2 type to 2 float values.
SetFloat3 Set a shader variable name of a uniform vec3 type to 3 float values.
SetFloat4 Set a shader variable name of a uniform vec4 type to 4 float values.
SetInteger Set a shader variable name of a uniform int type to an integer value.
SetInteger2 Set a shader variable name of a uniform ivec2 type to 2 integer values.
SetInteger3 Set a shader variable name of a uniform ivec3 type to 3 integer values.
SetInteger4 Set a shader variable name of a uniform ivec4 type to 4 integer values.
SetShadowColor Set color R/G/B in range 0..255 and A in range 0..1.
ShadeEntity Apply shader to an entity.
ShadeMesh Apply shader to a mesh.
ShaderMaterial Set a 3d texture for sampling.
ShaderTexture Load a texture for 2D texture sampling.
ShadeSurface Apply shader to a surface.
SkinMesh Set animated surface (vid is vertex index) for each of the bone no and weights arrays.
SpriteRenderMode If mode is 1 rendering is normal, 2 is batch sprites on a single surface, 3 is batch particles.
StencilAlpha Set stencil alpha value.
StencilClsColor Set stencil clear screen color in range 0..255.
StencilClsMode Set stencil clear screen modes.
StencilMesh Set mesh to be used as stencil.
StencilMode Set stencil render modes.
TexToBuffer Copy texture to a pixmap buffer, buffer must be a byte ptr.
TextureFlags Set texture flags, see LoadTexture for values.
TextureGLTexEnv GL equivalent.
UpdateTexCoords Recalculates the surface's uvw coord set 1 based on vertices.
UseFloat Bind a float variable to a shader variable name of a uniform float type.
UseFloat2 Bind 2 float variables to a shader variable name of a uniform vec2 Type.
UseFloat3 Bind 3 float variables to a shader variable name of a uniform vec3 type.
UseFloat4 Bind 4 float variables to a shader variable name of a uniform vec4 type.
UseInteger Bind an integer variable to a shader variable name of a uniform int type.
UseInteger2 Bind 2 integer variables to a shader variable name of a uniform ivec2 type.
UseInteger3 Bind 3 integer variables to a shader variable name of a uniform ivec3 type.
UseInteger4 Bind 4 integer variables to a shader variable name of a uniform ivec4 type.
UseMatrix Sends matrix data to a shader variable name of a uniform mat4 type.
UseStencil Stencil to use, set to Null to disable stencil.
UseSurface Sends surface data to a shader variable name.
VoxelSpriteMaterial Set material for voxel sprite.

Types Summary

TAction Action.
TBlitz2D Blitz2D.
TBlob Blob entity.
TBone Bone entity.
TBrush Brush.
TCamera Camera entity.
TConstraint Constraint.
TEntity Entity.
TFluid Fluid mesh entity.
TGeosphere Geosphere terrain entity.
TGlobal Global.
TGLShader Shader methods.
THardwareInfo Hardware info.
TLight Light entity.
TMaterial Material texture.
TMatrix Matrix functions.
TMesh Mesh entity.
TOcTree Octree terrain entity.
TParticleBatch Particle Batch mesh entity.
TParticleEmitter Particle Emitter entity.
TPick Pick.
TPivot Pivot entity.
TRigidBody Rigid Body.
TShader Shader.
TShadowObject Shadow object.
TSprite Sprite mesh entity.
TStencil Stencil.
TSurface Surface.
TTerrain Terrain entity.
TTexture Texture.
TVoxelSprite Voxelsprite mesh entity.

Functions

Function ActFadeTo:TAction( ent:TEntity,a:Float,rate:Float )
DescriptionFades entity to the given alpha value (0..1) at the speed of rate.

Function ActMoveBy:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionMoves entity by an x y z position increment at the speed of rate.

Function ActMoveTo:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionMoves entity to the given x y z position at the speed of rate.

Function ActNewtonian:TAction( ent:TEntity,rate:Float )
DescriptionTranslates entity in the direction it is moving, rate should be below 1.

Function ActScaleTo:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionScales entity to the given x y z dimensions at the speed of rate.

Function ActTintTo:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionTints entity to the given r g b value (0..255) at the speed of rate.

Function ActTrackByDistance:TAction( ent:TEntity,target:TEntity,a:Float,rate:Float )
DescriptionTracks target entity up to a given distance at the speed of rate.

Function ActTrackByPoint:TAction( ent:TEntity,target:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionTracks target entity at a given point from the entity at the speed of rate.

Function ActTurnBy:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionTurns entity by an x y z rotation increment at the speed of rate.

Function ActTurnTo:TAction( ent:TEntity,a:Float,b:Float,c:Float,rate:Float )
DescriptionTurns entity to the given x y z rotation at the speed of rate.

Function ActVector:TAction( ent:TEntity,a:Float,b:Float,c:Float )
DescriptionPositions entity according the given x y z vector.

Function AddSurface( mesh:TMesh,surf:TSurface,anim_surf%=False )
DescriptionAdd an existing surface to a mesh.

Function AmbientShader( material:TShader )
DescriptionSet default shader for surfaces.

Function AppendAction( act1:TAction,act2:TAction )
DescriptionAdds action to the end of another one, where act1 happens before act2.

Function BackBufferToTex( tex:TTexture,frame:Int=0 )
DescriptionCopy the contents of the backbuffer to a texture.
InformationOpenB3D does not have the same buffer commands as Blitz3D. The region copied from the backbuffer will start at 0,0 and end at the texture's width and height. So if you want to copy a 3D scene to a texture, first resize the camera viewport to the texture size, use RenderWorld to render the camera, then use this command.

Function BeginMax2D()
DescriptionBegin using Max2D functions.

Function BrushGLBlendFunc( brush:TBrush,sfactor:Int,dfactor:Int )
DescriptionGL equivalent.

Function BrushGLColor( brush:TBrush,r:Float,g:Float,b:Float,a:Float=1.0 )
DescriptionGL equivalent.

Function BufferToTex( tex:TTexture,buffer:Byte Ptr,frame:Int=0 ) ' frame currently does nothing
DescriptionCopy pixmap buffer to texture, buffer must be a byte ptr.

Function CameraToTex( tex:TTexture,cam:TCamera,frame:Int=0 ) ' frame currently does nothing
DescriptionCopy rendered camera view to texture.

Function CopyBrush:TBrush( brush:TBrush )
DescriptionReturns a copy of the new brush.

Function CopyList( list:TList )
DescriptionCopy a list or vector. To copy a field list use as a method.
InformationUse either mesh with surf_list/anim_surf_list/bones or ent with child_list.

Function CopySurface:TSurface( surf:TSurface )
DescriptionReturns a copy of the new surface.

Function CopyTexture:TTexture( tex:TTexture )
DescriptionReturns a copy of the new texture.

Function CreateBlob:TBlob( fluid:TFluid,radius:Float,parent_ent:TEntity=Null )
DescriptionCreate blob from a fluid mesh where radius is the size of the blob.

Function CreateBone:TBone( mesh:TMesh,parent_ent:TEntity=Null )
DescriptionCreate bone.

Function CreateConstraint:TConstraint( p1:TEntity,p2:TEntity,l:Float )
DescriptionCreate constraint force between two entities of given length, doesn't affect rotation.

Function CreateFluid:TFluid()
DescriptionCreate fluid mesh for blobs to use.

Function CreateGeosphere:TGeosphere( size:Int,parent:TEntity=Null )
DescriptionCreate geodesic sphere and set terrain size.

Function CreateOcTree:TOcTree( w:Float,h:Float,d:Float,parent_ent:TEntity=Null )
DescriptionCreate octree and set its width, height and depth.

Function CreateParticleEmitter:TParticleEmitter( particle:TEntity,parent_ent:TEntity=Null )
DescriptionCreate particle emitter from sprite.

Function CreateQuad:TMesh( parent:TEntity=Null )
DescriptionCreate flat quad.

Function CreateRigidBody:TRigidBody( body:TEntity,p1:TEntity,p2:TEntity,p3:TEntity,p4:TEntity )
DescriptionCreate rigid physics body attached to four entities.

Function CreateShader:TShader( ShaderName:String,VshaderString:String,FshaderString:String )
DescriptionLoad shader from two strings, vertex and fragment.

Function CreateShadow:TShadowObject( parent:TMesh,Static:Int=False )
DescriptionCreate stencil shadow, static is for static or dynamic shadows.

Function CreateStencil:TStencil()
DescriptionCreate stencil object.

Function CreateVoxelSprite:TVoxelSprite( slices:Int=64,parent:TEntity=Null )
DescriptionCreate voxel sprite where slices is the number of sprites.

Function DepthBufferToTex( tex:TTexture,cam:TCamera=Null )
DescriptionCopy the contents of the depth buffer to a texture.

Function EmitterParticleFunction( emit:TParticleEmitter,EmitterFunction( ent:Byte Ptr,life:Int ) )
DescriptionSet custom rendering callback function for particle emitter.
InformationThis gives access to each particle sprite (as byte ptr) and it's current lifetime left.

Function EmitterParticleLife( emit:TParticleEmitter,l:Int )
DescriptionParticle lifespan in frames.

Function EmitterParticleSpeed( emit:TParticleEmitter,s:Float )
DescriptionSet initial speed, use Rotate/TurnEntity to change direction.

Function EmitterRate( emit:TParticleEmitter,r:Float )
DescriptionRate between each emission in range 0..1, smaller is slower.

Function EmitterVariance( emit:TParticleEmitter,v:Float )
DescriptionSet randomness of emission (direction and speed)

Function EmitterVector( emit:TParticleEmitter,x:Float,y:Float,z:Float )
DescriptionSet vector (direction and speed) for wind or gravity effects.

Function EndMax2D()
DescriptionEnd using Max2D functions.

Function EntityScaleX:Float( ent:TEntity,glob:Int=False )
DescriptionReturns the scale for the x axis of an entity set with ScaleEntity.
InformationIf glob is true then it's relative to any parents.

Function EntityScaleY:Float( ent:TEntity,glob:Int=False )
DescriptionReturns the scale for the y axis of an entity set with ScaleEntity.
InformationIf glob is true then it's relative to any parents.

Function EntityScaleZ:Float( ent:TEntity,glob:Int=False )
DescriptionReturns the scale for the z axis of an entity set with ScaleEntity.
InformationIf glob is true then it's relative to any parents.

Function FluidArray( fluid:TFluid,Array:Float Var,w:Int,h:Int,d:Int )
DescriptionCreate custom rendering array data for fluid mesh and set width, height and depth.

Function FluidFunction( fluid:TFluid,FieldFunction:Float( x:Float,y:Float,z:Float ) )
DescriptionSet custom rendering callback function for fluid mesh.

Function FluidThreshold( fluid:TFluid,threshold:Float )
DescriptionSet threshold value used in fluid rendering algorithm, 0.5 is default.

Function FreeAction( act:TAction )
DescriptionFrees action from memory.

Function FreeShader( shader:TShader ) ' Spinduluz
DescriptionFree shader.

Function FreeShadow( shad:TShadowObject )
DescriptionFree stencil shadow.

Function FreeStencil( stencil:TStencil ) ' Spinduluz
DescriptionFree stencil.

Function FreeSurface( surf:TSurface )
DescriptionFrees VBO data and brush.

Function GeosphereHeight( geo:TGeosphere,h:Float )
DescriptionSet terrain height normalizing value, 0.05 is default.

Function ListPushBack( list:TList,value:Object,ent:TEntity )
DescriptionLike using ListAddLast(list,value) in Minib3d, except ent parameter.
InformationOnly field lists supported, use either mesh with surf_list/anim_surf_list/bones or ent with child_list.

Function LoadGeosphere:TGeosphere( file:String,parent:TEntity=Null )
DescriptionLoad geodesic sphere terrain from heightmap image.

Function LoadMaterial:TMaterial( filename:String,flags:Int,frame_width:Int,frame_height:Int,first_frame:Int,frame_count:Int )
DescriptionLoad a texture from image for 3D texture sampling, use with voxelsprites.
InformationFlags are texture flags, frame width/height is the size in pixels of each slice, first frame is the index of the slice and frame count is how many slices.

Function LoadShader:TShader( ShaderName:String,VshaderFileName:String,FshaderFileName:String )
DescriptionLoad shader from two files, vertex and fragment.

Function LoadTextureAlpha:TTexture( file:String,flags:Int=11,alphamask%=0 )
DescriptionLoad texture and set alpha with alphamask - if set to zero then alpha is not changed.
InformationSelects color channel to use as alpha by bit masking, default is zero eg. for green use hex $FF00.

Function MeshCSG:TMesh( m1:TMesh,m2:TMesh,method_no:Int=1 )
DescriptionMethod 0 subtracts mesh2 from mesh1, 1 adds meshes, 2 intersects meshes. Returns a new mesh.

Function MeshCullRadius( ent:TEntity,radius:Float )
DescriptionEquivalent of Blitz3D's MeshCullBox command. It sets the radius of a mesh's 'cull sphere'
InformationIf the 'cull sphere' is not inside the viewing area, the mesh will not be rendered. A mesh's cull radius is set automatically, therefore in most cases you will not have to use this command. One time you may have to use it is for animated meshes where the default cull radius may not take into account all animation positions, resulting in the mesh being wrongly culled at extreme positions.

Function ModifyGeosphere( geo:TGeosphere,x:Int,z:Int,new_height:Float )
DescriptionSet height of a given point, like ModifyTerrain.

Function OctreeBlock( octree:TOcTree,mesh:TMesh,level:Int,X:Float,Y:Float,Z:Float,Near:Float=0,Far:Float=1000 )
DescriptionPlace mesh into a node of an octree, the mesh can be duplicated using no more memory.
InformationSince a block is not an entity it has no position, etc. it has the properties of the node it is in. Level defaults to 0, the higher the level the smaller the cell. XYZ is the position in the octree. Near defaults to 0, this is the minimum distance at which that node is visible, if 0 that node is always visible, if higher the mesh/block won't be rendered when it's closer. Far defaults to 1000, this is the maximum distance at which the node can be split in children, if the node is set at a higher range than the camera, its children won't be rendered.

Function OctreeMesh( octree:TOcTree,mesh:TMesh,level:Int,X:Float,Y:Float,Z:Float,Near:Float=0,Far:Float=1000 )
DescriptionPlace mesh into a node of an octree, the mesh can't be duplicated so to do that use CopyEntity.

Function ParticleColor( sprite:TSprite,r:Float,g:Float,b:Float,a:Float=0 )
DescriptionSet color of particle trails.

Function ParticleTrail( sprite:TSprite,length:Int )
DescriptionSet number of particles in trail.

Function ParticleVector( sprite:TSprite,x:Float,y:Float,z:Float )
DescriptionSet vector (direction and speed) of particle trails.

Function RepeatMesh:TMesh( mesh:TMesh,parent:TEntity=Null )
DescriptionLike CopyMesh but for instancing effects.

Function ResetShadow( shad:TShadowObject )
DescriptionReset created flag to update static shadow.

Function SetFloat( material:TShader,name:String,v1:Float )
DescriptionSet a shader variable name of a uniform float type to a float value.

Function SetFloat2( material:TShader,name:String,v1:Float,v2:Float )
DescriptionSet a shader variable name of a uniform vec2 type to 2 float values.

Function SetFloat3( material:TShader,name:String,v1:Float,v2:Float,v3:Float )
DescriptionSet a shader variable name of a uniform vec3 type to 3 float values.

Function SetFloat4( material:TShader,name:String,v1:Float,v2:Float,v3:Float,v4:Float )
DescriptionSet a shader variable name of a uniform vec4 type to 4 float values.

Function SetInteger( material:TShader,name:String,v1:Int )
DescriptionSet a shader variable name of a uniform int type to an integer value.

Function SetInteger2( material:TShader,name:String,v1:Int,v2:Int )
DescriptionSet a shader variable name of a uniform ivec2 type to 2 integer values.

Function SetInteger3( material:TShader,name:String,v1:Int,v2:Int,v3:Int )
DescriptionSet a shader variable name of a uniform ivec3 type to 3 integer values.

Function SetInteger4( material:TShader,name:String,v1:Int,v2:Int,v3:Int,v4:Int )
DescriptionSet a shader variable name of a uniform ivec4 type to 4 integer values.

Function SetShadowColor( R:Int,G:Int,B:Int,A:Int )
DescriptionSet color R/G/B in range 0..255 and A in range 0..1.

Function ShadeEntity( ent:TEntity,material:TShader )
DescriptionApply shader to an entity.

Function ShadeMesh( mesh:TMesh,material:TShader )
DescriptionApply shader to a mesh.

Function ShaderMaterial( material:TShader,tex:TMaterial,name:String,index:Int=0 )
DescriptionSet a 3d texture for sampling.

Function ShaderTexture:TTexture( material:TShader,tex:TTexture,name:String,index:Int=0 )
DescriptionLoad a texture for 2D texture sampling.

Function ShadeSurface( surf:TSurface,material:TShader )
DescriptionApply shader to a surface.

Function SkinMesh( mesh:TMesh,surf_no_get:Int,vid:Int,bone1:Int,weight1:Float=1.0,bone2:Int=0,weight2:Float=0,bone3:Int=0,weight3:Float=0,bone4:Int=0,weight4:Float=0 )
DescriptionSet animated surface (vid is vertex index) for each of the bone no and weights arrays.
Informationbone no references the bones list in a mesh, weights is a normalizing value.

Function SpriteRenderMode( sprite:TSprite,Mode:Int )
DescriptionIf mode is 1 rendering is normal, 2 is batch sprites on a single surface, 3 is batch particles.

Function StencilAlpha( stencil:TStencil,a:Float )
DescriptionSet stencil alpha value.

Function StencilClsColor( stencil:TStencil,r:Float,g:Float,b:Float )
DescriptionSet stencil clear screen color in range 0..255.

Function StencilClsMode( stencil:TStencil,cls_color:Int,cls_zbuffer:Int )
DescriptionSet stencil clear screen modes.
InformationCls_color is true to use the color buffer, cls_zbuffer is true to use the depth buffer.

Function StencilMesh( stencil:TStencil,mesh:TMesh,Mode:Int=1 )
DescriptionSet mesh to be used as stencil.
InformationMode is stencil action for glStencilOp in range -2..2 where 1 is INCR (default), 2 is INCR for stencil shadow meshes and negative values are DECR.

Function StencilMode( stencil:TStencil,m:Int,o:Int=1 )
DescriptionSet stencil render modes.
InformationM is stencil action mode for glStencilOp in range -2..2 where 1 is INCR (default), 2 is INCR for stencil shadow meshes and negative values are DECR. O is comparison operator for glStencilFunc in range 0..3 which stands for one of NOTEQUAL, EQUAL, LEQUAL or GEQUAL.

Function TexToBuffer( tex:TTexture,buffer:Byte Ptr,frame:Int=0 )
DescriptionCopy texture to a pixmap buffer, buffer must be a byte ptr.

Function TextureFlags( tex:TTexture,flags:Int )
DescriptionSet texture flags, see LoadTexture for values.

Function TextureGLTexEnv( tex:TTexture,target:Int=0,pname:Int=0,param:Int=0 )
DescriptionGL equivalent.

Function UpdateTexCoords( surf:TSurface )
DescriptionRecalculates the surface's uvw coord set 1 based on vertices.

Function UseFloat( material:TShader,name:String,v1:Float Var )
DescriptionBind a float variable to a shader variable name of a uniform float type.

Function UseFloat2( material:TShader,name:String,v1:Float Var,v2:Float Var )
DescriptionBind 2 float variables to a shader variable name of a uniform vec2 Type.

Function UseFloat3( material:TShader,name:String,v1:Float Var,v2:Float Var,v3:Float Var )
DescriptionBind 3 float variables to a shader variable name of a uniform vec3 type.

Function UseFloat4( material:TShader,name:String,v1:Float Var,v2:Float Var,v3:Float Var,v4:Float Var )
DescriptionBind 4 float variables to a shader variable name of a uniform vec4 type.

Function UseInteger( material:TShader,name:String,v1:Int Var )
DescriptionBind an integer variable to a shader variable name of a uniform int type.

Function UseInteger2( material:TShader,name:String,v1:Int Var,v2:Int Var )
DescriptionBind 2 integer variables to a shader variable name of a uniform ivec2 type.

Function UseInteger3( material:TShader,name:String,v1:Int Var,v2:Int Var,v3:Int Var )
DescriptionBind 3 integer variables to a shader variable name of a uniform ivec3 type.

Function UseInteger4( material:TShader,name:String,v1:Int Var,v2:Int Var,v3:Int Var,v4:Int Var )
DescriptionBind 4 integer variables to a shader variable name of a uniform ivec4 type.

Function UseMatrix( material:TShader,name:String,Mode:Int )
DescriptionSends matrix data to a shader variable name of a uniform mat4 type.

Function UseStencil( stencil:TStencil )
DescriptionStencil to use, set to Null to disable stencil.

Function UseSurface( material:TShader,name:String,surf:TSurface,vbo:Int )
DescriptionSends surface data to a shader variable name.
InformationVbo is in range 1..6 which selects what vertex buffer data to access, where 1 is vertex positions, 2/3 is tex coords 0/1, 4 is vertex normals, 5 is vertex color, 6 is triangles.

Function VoxelSpriteMaterial( voxelspr:TVoxelSprite,mat:TMaterial )
DescriptionSet material for voxel sprite.

Types

Type TAction
DescriptionAction.

Type TBlitz2D
DescriptionBlitz2D.

Type TBlob Extends TEntity
DescriptionBlob entity.

Type TBone Extends TEntity
DescriptionBone entity.

Type TBrush
DescriptionBrush.

Type TCamera Extends TEntity
DescriptionCamera entity.

Type TConstraint
DescriptionConstraint.

Type TEntity
DescriptionEntity.

Type TFluid Extends TMesh
DescriptionFluid mesh entity.

Type TGeosphere Extends TTerrain
DescriptionGeosphere terrain entity.

Type TGlobal
DescriptionGlobal.

Type TGLShader ' by AdamStrange
DescriptionShader methods.
InformationUsed for reporting errors.

Type THardwareInfo ' by klepto2
DescriptionHardware info.
InformationContains Function GetInfo() And DisplayInfo(LogFile:Int=False).

Type TLight Extends TEntity
DescriptionLight entity.

Type TMaterial Extends TTexture
DescriptionMaterial texture.

Type TMatrix
DescriptionMatrix functions.

Type TMesh Extends TEntity
DescriptionMesh entity.

Type TOcTree Extends TTerrain
DescriptionOctree terrain entity.

Type TParticleBatch Extends TMesh
DescriptionParticle Batch mesh entity.

Type TParticleEmitter Extends TEntity
DescriptionParticle Emitter entity.

Type TPick
DescriptionPick.

Type TPivot Extends TEntity
DescriptionPivot entity.

Type TRigidBody
DescriptionRigid Body.

Type TShader
DescriptionShader.

Type TShadowObject
DescriptionShadow object.

Type TSprite Extends TMesh
DescriptionSprite mesh entity.

Type TStencil
DescriptionStencil.

Type TSurface
DescriptionSurface.

Type TTerrain Extends TEntity
DescriptionTerrain entity.

Type TTexture
DescriptionTexture.

Type TVoxelSprite Extends TMesh
DescriptionVoxelsprite mesh entity.

Module Information

Version1.00
Licensezlib/libpng
Copyright2014 Mark Mcvittie, Bruce A Henderson
History1.00 Initial Release