Draw3D v3.1

Blitz3D Forums/Blitz3D Programming/Draw3D v3.1

Abrexxes(Posted 2008) [#1]
Version : 3.1
(Discussion about 3.0 are here : http://www.blitzbasic.com/Community/posts.php?topic=75362 )

Beta of 3.1 : http://www.hectic.de/data/Draw3D.V.3.1.rar
Note: 3.1 is not 100% compatible to 3.0, this beta is only for testing. More informations soon (~end of the week)

Thanks to report every bug/problem here.


jhocking(Posted 2008) [#2]
That name is sorta misleading, considering what it's doing is drawing 2D graphics, not 3D.


Abrexxes(Posted 2008) [#3]
If that is your only problem, we are happy. ;)


Danny(Posted 2008) [#4]
Good job guys, looking forward to testing it over the weekend!

danke shön!


Naughty Alien(Posted 2008) [#5]
..thatz my boyz...I need this...luv ya..


Filax(Posted 2008) [#6]
Hi :)

Here is the version for blitz3D SDK, i hope do not forget
anything :) Is there a way to draw rectangle from the left
up corner ?

Library 3.1



Filax(Posted 2008) [#7]
Edit : Up version updated.

Question : It is possible to define text order ? because when
i try to paste a text draw in front a rectangle the text is
behind ?


hectic(Posted 2008) [#8]
Filax, first thanks for the wrapping of Blitz3D SDK... :)

Your question:

the order of LoadImage3D and LoadFont3D are the first pass of 'entityorder'. Later loaded have a higher priority! (Within a Surface is the priority of drawing order. Later drawing have a higher priority.) An Surface is LoadImage3D or LoadFont3D!


Filax(Posted 2008) [#9]
ok ok !!! :) Many thanks for the quick reply! keep up good job Hectic.


cyberyoyo(Posted 2008) [#10]
Filax, you can do as I did and insert an "entityorder" command in the loadfont3d() function.


cyberyoyo(Posted 2008) [#11]
Filax, you can do as I did and insert an "entityorder" command in the loadfont3d() function.


WOOPS
I just checked and it seems to be broken in the 3.1 version, setting entityorder() in the loadimage3d() function doesn't seem to display the mesh with the correct drawing order anymore.
And the changes in scale are now to difficult to manage for my current engine.
I guess that means I'll stick to a customized version 3.0 :'(