What I'd like to ask people to do is try to actually use Xiphias. Yep, scary proposition ;)
I just finished writing the 'minor' (as in not completely done but it'll suffice) docs for the engine and I want to see how the hold up.
Now, if you've ever used Axiom or Ogre, I'm hoping that Xiphias will be fairly familiar interface-wise.
But anyways, click the Xiphias link in my signature and that'll bring you to the release page. Get today's release (6-9-05, uses the US date format). I'll eventually add a button that points to the latest version, but 'til then this'll suffice.
To install the module, you copy cower.mod to your BlitzMax/mod folder, then go into a terminal or command prompt (different names depending on the OS you're using), cd to your Blitzmax/bin folder, and type the following:
bmk makemods cower
bmk syncdocs
And you should then be able to import Cower.GraphicsDev and Cower.GlDev (and Cower.Xml and Cower.CUtil if you so wish, but they're just included because of dependencies).
To create a GL graphics device, you do something along the lines of the following:
Everything else should be accessible through the Cower.GraphicsDev interface (you shouldn't have to ever actually interact with an API-specific module except to create a new instance of a device object).
Anyhow, have fun trying to blow up your PC with it. (If that really happens I'll be amazed)
By the way, because the OpenGL module still hasn't been fixed, you have to change glGetString in pub.opengl to return a Byte Ptr.
I just finished writing the 'minor' (as in not completely done but it'll suffice) docs for the engine and I want to see how the hold up.
Now, if you've ever used Axiom or Ogre, I'm hoping that Xiphias will be fairly familiar interface-wise.
But anyways, click the Xiphias link in my signature and that'll bring you to the release page. Get today's release (6-9-05, uses the US date format). I'll eventually add a button that points to the latest version, but 'til then this'll suffice.
To install the module, you copy cower.mod to your BlitzMax/mod folder, then go into a terminal or command prompt (different names depending on the OS you're using), cd to your Blitzmax/bin folder, and type the following:
bmk makemods cower
bmk syncdocs
And you should then be able to import Cower.GraphicsDev and Cower.GlDev (and Cower.Xml and Cower.CUtil if you so wish, but they're just included because of dependencies).
To create a GL graphics device, you do something along the lines of the following:
Local device:GfxDevice = New GlGfxDevice Local gfxMode:GraphicsMode = New GraphicsMode '' Change width or height of the graphics mode, default will do though '' Reset the graphics device now device.Reset( gfxMode ) ' This'll set up the defaults and all that stuff, then you get to mess around with the rest of the stuff
Everything else should be accessible through the Cower.GraphicsDev interface (you shouldn't have to ever actually interact with an API-specific module except to create a new instance of a device object).
Anyhow, have fun trying to blow up your PC with it. (If that really happens I'll be amazed)
By the way, because the OpenGL module still hasn't been fixed, you have to change glGetString in pub.opengl to return a Byte Ptr.