| Openb3d.Openb3d: | Functions | Types | Modinfo | Source |
| 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. |
| 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. |
| Function ActFadeTo:TAction( ent:TEntity,a:Float,rate:Float ) | |
| Description | Fades 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 ) | |
| Description | Moves 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 ) | |
| Description | Moves entity to the given x y z position at the speed of rate. |
| Function ActNewtonian:TAction( ent:TEntity,rate:Float ) | |
| Description | Translates 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 ) | |
| Description | Scales 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 ) | |
| Description | Tints 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 ) | |
| Description | Tracks 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 ) | |
| Description | Tracks 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 ) | |
| Description | Turns 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 ) | |
| Description | Turns entity to the given x y z rotation at the speed of rate. |
| Function ActVector:TAction( ent:TEntity,a:Float,b:Float,c:Float ) | |
| Description | Positions entity according the given x y z vector. |
| Function AddSurface( mesh:TMesh,surf:TSurface,anim_surf%=False ) | |
| Description | Add an existing surface to a mesh. |
| Function AmbientShader( material:TShader ) | |
| Description | Set default shader for surfaces. |
| Function AppendAction( act1:TAction,act2:TAction ) | |
| Description | Adds action to the end of another one, where act1 happens before act2. |
| Function BackBufferToTex( tex:TTexture,frame:Int=0 ) | |
| Description | Copy the contents of the backbuffer to a texture. |
| Information | OpenB3D 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() | |
| Description | Begin using Max2D functions. |
| Function BrushGLBlendFunc( brush:TBrush,sfactor:Int,dfactor:Int ) | |
| Description | GL equivalent. |
| Function BrushGLColor( brush:TBrush,r:Float,g:Float,b:Float,a:Float=1.0 ) | |
| Description | GL equivalent. |
| Function BufferToTex( tex:TTexture,buffer:Byte Ptr,frame:Int=0 ) ' frame currently does nothing | |
| Description | Copy pixmap buffer to texture, buffer must be a byte ptr. |
| Function CameraToTex( tex:TTexture,cam:TCamera,frame:Int=0 ) ' frame currently does nothing | |
| Description | Copy rendered camera view to texture. |
| Function CopyBrush:TBrush( brush:TBrush ) | |
| Description | Returns a copy of the new brush. |
| Function CopyList( list:TList ) | |
| Description | Copy a list or vector. To copy a field list use as a method. |
| Information | Use either mesh with surf_list/anim_surf_list/bones or ent with child_list. |
| Function CopySurface:TSurface( surf:TSurface ) | |
| Description | Returns a copy of the new surface. |
| Function CopyTexture:TTexture( tex:TTexture ) | |
| Description | Returns a copy of the new texture. |
| Function CreateBlob:TBlob( fluid:TFluid,radius:Float,parent_ent:TEntity=Null ) | |
| Description | Create blob from a fluid mesh where radius is the size of the blob. |
| Function CreateBone:TBone( mesh:TMesh,parent_ent:TEntity=Null ) | |
| Description | Create bone. |
| Function CreateConstraint:TConstraint( p1:TEntity,p2:TEntity,l:Float ) | |
| Description | Create constraint force between two entities of given length, doesn't affect rotation. |
| Function CreateFluid:TFluid() | |
| Description | Create fluid mesh for blobs to use. |
| Function CreateGeosphere:TGeosphere( size:Int,parent:TEntity=Null ) | |
| Description | Create geodesic sphere and set terrain size. |
| Function CreateOcTree:TOcTree( w:Float,h:Float,d:Float,parent_ent:TEntity=Null ) | |
| Description | Create octree and set its width, height and depth. |
| Function CreateParticleEmitter:TParticleEmitter( particle:TEntity,parent_ent:TEntity=Null ) | |
| Description | Create particle emitter from sprite. |
| Function CreateQuad:TMesh( parent:TEntity=Null ) | |
| Description | Create flat quad. |
| Function CreateRigidBody:TRigidBody( body:TEntity,p1:TEntity,p2:TEntity,p3:TEntity,p4:TEntity ) | |
| Description | Create rigid physics body attached to four entities. |
| Function CreateShader:TShader( ShaderName:String,VshaderString:String,FshaderString:String ) | |
| Description | Load shader from two strings, vertex and fragment. |
| Function CreateShadow:TShadowObject( parent:TMesh,Static:Int=False ) | |
| Description | Create stencil shadow, static is for static or dynamic shadows. |
| Function CreateStencil:TStencil() | |
| Description | Create stencil object. |
| Function CreateVoxelSprite:TVoxelSprite( slices:Int=64,parent:TEntity=Null ) | |
| Description | Create voxel sprite where slices is the number of sprites. |
| Function DepthBufferToTex( tex:TTexture,cam:TCamera=Null ) | |
| Description | Copy the contents of the depth buffer to a texture. |
| Function EmitterParticleFunction( emit:TParticleEmitter,EmitterFunction( ent:Byte Ptr,life:Int ) ) | |
| Description | Set custom rendering callback function for particle emitter. |
| Information | This gives access to each particle sprite (as byte ptr) and it's current lifetime left. |
| Function EmitterParticleLife( emit:TParticleEmitter,l:Int ) | |
| Description | Particle lifespan in frames. |
| Function EmitterParticleSpeed( emit:TParticleEmitter,s:Float ) | |
| Description | Set initial speed, use Rotate/TurnEntity to change direction. |
| Function EmitterRate( emit:TParticleEmitter,r:Float ) | |
| Description | Rate between each emission in range 0..1, smaller is slower. |
| Function EmitterVariance( emit:TParticleEmitter,v:Float ) | |
| Description | Set randomness of emission (direction and speed) |
| Function EmitterVector( emit:TParticleEmitter,x:Float,y:Float,z:Float ) | |
| Description | Set vector (direction and speed) for wind or gravity effects. |
| Function EndMax2D() | |
| Description | End using Max2D functions. |
| Function EntityScaleX:Float( ent:TEntity,glob:Int=False ) | |
| Description | Returns the scale for the x axis of an entity set with ScaleEntity. |
| Information | If glob is true then it's relative to any parents. |
| Function EntityScaleY:Float( ent:TEntity,glob:Int=False ) | |
| Description | Returns the scale for the y axis of an entity set with ScaleEntity. |
| Information | If glob is true then it's relative to any parents. |
| Function EntityScaleZ:Float( ent:TEntity,glob:Int=False ) | |
| Description | Returns the scale for the z axis of an entity set with ScaleEntity. |
| Information | If glob is true then it's relative to any parents. |
| Function FluidArray( fluid:TFluid,Array:Float Var,w:Int,h:Int,d:Int ) | |
| Description | Create 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 ) ) | |
| Description | Set custom rendering callback function for fluid mesh. |
| Function FluidThreshold( fluid:TFluid,threshold:Float ) | |
| Description | Set threshold value used in fluid rendering algorithm, 0.5 is default. |
| Function FreeAction( act:TAction ) | |
| Description | Frees action from memory. |
| Function FreeShader( shader:TShader ) ' Spinduluz | |
| Description | Free shader. |
| Function FreeShadow( shad:TShadowObject ) | |
| Description | Free stencil shadow. |
| Function FreeStencil( stencil:TStencil ) ' Spinduluz | |
| Description | Free stencil. |
| Function FreeSurface( surf:TSurface ) | |
| Description | Frees VBO data and brush. |
| Function GeosphereHeight( geo:TGeosphere,h:Float ) | |
| Description | Set terrain height normalizing value, 0.05 is default. |
| Function ListPushBack( list:TList,value:Object,ent:TEntity ) | |
| Description | Like using ListAddLast(list,value) in Minib3d, except ent parameter. |
| Information | Only 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 ) | |
| Description | Load 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 ) | |
| Description | Load a texture from image for 3D texture sampling, use with voxelsprites. |
| Information | Flags 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 ) | |
| Description | Load shader from two files, vertex and fragment. |
| Function LoadTextureAlpha:TTexture( file:String,flags:Int=11,alphamask%=0 ) | |
| Description | Load texture and set alpha with alphamask - if set to zero then alpha is not changed. |
| Information | Selects 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 ) | |
| Description | Method 0 subtracts mesh2 from mesh1, 1 adds meshes, 2 intersects meshes. Returns a new mesh. |
| Function MeshCullRadius( ent:TEntity,radius:Float ) | |
| Description | Equivalent of Blitz3D's MeshCullBox command. It sets the radius of a mesh's 'cull sphere' |
| Information | If 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 ) | |
| Description | Set 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 ) | |
| Description | Place mesh into a node of an octree, the mesh can be duplicated using no more memory. |
| Information | Since 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 ) | |
| Description | Place 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 ) | |
| Description | Set color of particle trails. |
| Function ParticleTrail( sprite:TSprite,length:Int ) | |
| Description | Set number of particles in trail. |
| Function ParticleVector( sprite:TSprite,x:Float,y:Float,z:Float ) | |
| Description | Set vector (direction and speed) of particle trails. |
| Function RepeatMesh:TMesh( mesh:TMesh,parent:TEntity=Null ) | |
| Description | Like CopyMesh but for instancing effects. |
| Function ResetShadow( shad:TShadowObject ) | |
| Description | Reset created flag to update static shadow. |
| Function SetFloat( material:TShader,name:String,v1:Float ) | |
| Description | Set a shader variable name of a uniform float type to a float value. |
| Function SetFloat2( material:TShader,name:String,v1:Float,v2:Float ) | |
| Description | Set 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 ) | |
| Description | Set 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 ) | |
| Description | Set a shader variable name of a uniform vec4 type to 4 float values. |
| Function SetInteger( material:TShader,name:String,v1:Int ) | |
| Description | Set a shader variable name of a uniform int type to an integer value. |
| Function SetInteger2( material:TShader,name:String,v1:Int,v2:Int ) | |
| Description | Set 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 ) | |
| Description | Set 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 ) | |
| Description | Set a shader variable name of a uniform ivec4 type to 4 integer values. |
| Function SetShadowColor( R:Int,G:Int,B:Int,A:Int ) | |
| Description | Set color R/G/B in range 0..255 and A in range 0..1. |
| Function ShadeEntity( ent:TEntity,material:TShader ) | |
| Description | Apply shader to an entity. |
| Function ShadeMesh( mesh:TMesh,material:TShader ) | |
| Description | Apply shader to a mesh. |
| Function ShaderMaterial( material:TShader,tex:TMaterial,name:String,index:Int=0 ) | |
| Description | Set a 3d texture for sampling. |
| Function ShaderTexture:TTexture( material:TShader,tex:TTexture,name:String,index:Int=0 ) | |
| Description | Load a texture for 2D texture sampling. |
| Function ShadeSurface( surf:TSurface,material:TShader ) | |
| Description | Apply 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 ) | |
| Description | Set animated surface (vid is vertex index) for each of the bone no and weights arrays. |
| Information | bone no references the bones list in a mesh, weights is a normalizing value. |
| Function SpriteRenderMode( sprite:TSprite,Mode:Int ) | |
| Description | If mode is 1 rendering is normal, 2 is batch sprites on a single surface, 3 is batch particles. |
| Function StencilAlpha( stencil:TStencil,a:Float ) | |
| Description | Set stencil alpha value. |
| Function StencilClsColor( stencil:TStencil,r:Float,g:Float,b:Float ) | |
| Description | Set stencil clear screen color in range 0..255. |
| Function StencilClsMode( stencil:TStencil,cls_color:Int,cls_zbuffer:Int ) | |
| Description | Set stencil clear screen modes. |
| Information | Cls_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 ) | |
| Description | Set mesh to be used as stencil. |
| Information | Mode 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 ) | |
| Description | Set stencil render modes. |
| Information | M 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 ) | |
| Description | Copy texture to a pixmap buffer, buffer must be a byte ptr. |
| Function TextureFlags( tex:TTexture,flags:Int ) | |
| Description | Set texture flags, see LoadTexture for values. |
| Function TextureGLTexEnv( tex:TTexture,target:Int=0,pname:Int=0,param:Int=0 ) | |
| Description | GL equivalent. |
| Function UpdateTexCoords( surf:TSurface ) | |
| Description | Recalculates the surface's uvw coord set 1 based on vertices. |
| Function UseFloat( material:TShader,name:String,v1:Float Var ) | |
| Description | Bind 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 ) | |
| Description | Bind 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 ) | |
| Description | Bind 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 ) | |
| Description | Bind 4 float variables to a shader variable name of a uniform vec4 type. |
| Function UseInteger( material:TShader,name:String,v1:Int Var ) | |
| Description | Bind 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 ) | |
| Description | Bind 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 ) | |
| Description | Bind 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 ) | |
| Description | Bind 4 integer variables to a shader variable name of a uniform ivec4 type. |
| Function UseMatrix( material:TShader,name:String,Mode:Int ) | |
| Description | Sends matrix data to a shader variable name of a uniform mat4 type. |
| Function UseStencil( stencil:TStencil ) | |
| Description | Stencil to use, set to Null to disable stencil. |
| Function UseSurface( material:TShader,name:String,surf:TSurface,vbo:Int ) | |
| Description | Sends surface data to a shader variable name. |
| Information | Vbo 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 ) | |
| Description | Set material for voxel sprite. |
| Type TAction | |
| Description | Action. |
| Type TBlitz2D | |
| Description | Blitz2D. |
| Type TBlob Extends TEntity | |
| Description | Blob entity. |
| Type TBone Extends TEntity | |
| Description | Bone entity. |
| Type TBrush | |
| Description | Brush. |
| Type TCamera Extends TEntity | |
| Description | Camera entity. |
| Type TConstraint | |
| Description | Constraint. |
| Type TEntity | |
| Description | Entity. |
| Type TFluid Extends TMesh | |
| Description | Fluid mesh entity. |
| Type TGeosphere Extends TTerrain | |
| Description | Geosphere terrain entity. |
| Type TGlobal | |
| Description | Global. |
| Type TGLShader ' by AdamStrange | |
| Description | Shader methods. |
| Information | Used for reporting errors. |
| Type THardwareInfo ' by klepto2 | |
| Description | Hardware info. |
| Information | Contains Function GetInfo() And DisplayInfo(LogFile:Int=False). |
| Type TLight Extends TEntity | |
| Description | Light entity. |
| Type TMaterial Extends TTexture | |
| Description | Material texture. |
| Type TMatrix | |
| Description | Matrix functions. |
| Type TMesh Extends TEntity | |
| Description | Mesh entity. |
| Type TOcTree Extends TTerrain | |
| Description | Octree terrain entity. |
| Type TParticleBatch Extends TMesh | |
| Description | Particle Batch mesh entity. |
| Type TParticleEmitter Extends TEntity | |
| Description | Particle Emitter entity. |
| Type TPick | |
| Description | Pick. |
| Type TPivot Extends TEntity | |
| Description | Pivot entity. |
| Type TRigidBody | |
| Description | Rigid Body. |
| Type TShader | |
| Description | Shader. |
| Type TShadowObject | |
| Description | Shadow object. |
| Type TSprite Extends TMesh | |
| Description | Sprite mesh entity. |
| Type TStencil | |
| Description | Stencil. |
| Type TSurface | |
| Description | Surface. |
| Type TTerrain Extends TEntity | |
| Description | Terrain entity. |
| Type TTexture | |
| Description | Texture. |
| Type TVoxelSprite Extends TMesh | |
| Description | Voxelsprite mesh entity. |
| Version | 1.00 |
|---|---|
| License | zlib/libpng |
| Copyright | 2014 Mark Mcvittie, Bruce A Henderson |
| History | 1.00 Initial Release |