Hello, after a long time I'm now offering the new extended Version based on SimonH 0.41 Version.
Here is a complete list of the additional Functions:
The Download links are : http://rapidshare.com/files/29849861/miniB3Dext041beta.zip
www.ironstorm-studios.net/minib3d/miniB3Dext041beta.zip
http://www.sherrox.com/miniB3Dext041beta.zip
Also it is available via syncmods under the german modserver located at btbn.de/ModServer/
just add this url to the BMax modserver.cfg and run
syncmods -u username -p pass klepto
(sorry for the rapidshare host but I have currently no alternative)
there are 4 small samples for Terrain,Shader,Shadow and Physics included. it is precompiled for Win but should compile fine on Mac and Linux.
The Package contains 3 Modules:
1. klepto.minib3d --> Main Module
2. klepto.minib3dparticles --> Particle Extension
3. klepto.minisound3D --> OpenAL 3D Sound Extension
Well the samples are a bit poor but I'm working on some more
to present some particle functions and some extended Physics thingies with callbacks etc.
so enjoy !
Here is a complete list of the additional Functions:
InitShader(Bru:TBrush) AddShaderObject(bru:TBrush , vert:String = Null , frag:String = Null) ListShaders(bru:TBrush) ShaderActivate(bru:TBrush) ShaderDeActivate(bru:TBrush) ProgramAttriBegin(bru:TBrush) ProgramAttriEnd(bru:TBrush) SetUI1(bru:TBrush , Name:String , para:Int) SetUI2(bru:TBrush , Name:String , para:Int , para1:Int) SetUI3(bru:TBrush , Name:String , para:Int , para1:Int , para2:Int) SetUI4(bru:TBrush , Name:String , para:Int , para1:Int , para2:Int , para3:Int) SetUF1(bru:TBrush , Name:String , para:Float) SetUF2(bru:TBrush , Name:String , para:Float, para1:Float) SetUF3(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float) SetUF4(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float, para3:Float) SetAF1(bru:TBrush , Name:String , para:Float) SetAF2(bru:TBrush , Name:String , para:Float, para1:Float) SetAF3(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float) SetAF4(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float, para3:Float) SetAS1(bru:TBrush , Name:String , para:Short) SetAS2(bru:TBrush , Name:String , para:Short , para1:Short) SetAS3(bru:TBrush , Name:String , para:Short , para1:Short , para2:Short) SetAS4(bru:TBrush , Name:String , para:Short , para1:Short , para2:Short , para3:Short) SetAD1(bru:TBrush , Name:String , para:Double) SetAD2(bru:TBrush , Name:String , para:Double, para1:Double) SetAD3(bru:TBrush , Name:String , para:Double, para1:Double, para2:Double) SetAD4(bru:TBrush , Name:String , para:Double, para1:Double, para2:Double, para3:Double) SetM2(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) SetM3(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) SetM4(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) BrushShaderTexture(bru:TBrush , texture:TTexture , index = 0) ActivateShader(Ent:Tentity,mode:Byte = False) EntityShaderTexture(ent:Tentity , texture:TTexture , Frame = 0 , index = 0) TrisRendered:Int() UpdateVBOBuffer(Mesh:TMesh) LoadMD2:TMesh(Url:Object) AnimateMD2(MD2:TMesh , mode:Int = 1 , Speed:Float = 1.0 , Start_frame:Int = 0 , Last_Frame:Int = - 1 , Transition:Float = 0.0) MD2AnimTime:Float(md2:TMesh) MD2AnimLength:Int(md2:TMesh) MD2Animating:Byte(md2:TMesh) MD2AnimSpeed(md2:TMesh , Speed:Float) ShowShadow(Active:Byte) SetShadowMode(ZMode:Int = 1 , SRender:Int = 0) EntityShadow(MEsh:TMesh , Light:TLight) SetClippingPlane(X:Float , Y:Float , Z:Float , NX:Float , NY:Float , NZ:Float , Clip:Int = 0 , Camera:TCamera = Null) DeactivateClippingPlane(Clip:Int = 0) BackBufferToTexExt(tex:TTexture , Buffer:Int = GL_DEPTH_COMPONENT) VectorDistance:Float(Entity:TEntity,Vector:TVector) LoadTerrain:TTerrain(URL:String,Chunksize:Int = 64) PositionTerrain(Terrain:TTerrain , X:Float , Y:Float , Z:Float) ScaleTerrain(Terrain:TTerrain , X:Float , Y:Float , Z:Float) TextureTerrain(Terrain:TTerrain , File:String , Layer:Int = 0) TerrainY(Terrain:TTerrain,X:Float,Y:Float,Z:Float,Mode:Int = 1) init:TPhysic() SetWorldSize(World:TPhysic,V1:TVector,V2:TVector) SetPhysicModel(World:TPhysic,SolverModel:Int,FrictionModel:Int) PhysicUpdate(World:TPhysic,UpTime:Float = - 1.0) AddPhysicMaterial(World:TPhysic,Material:TPhysicMaterial) BuildPhysicMaterialLibraries(World:TPhysic,BuildOption:Int = PHYS_MATERIAL_AVERAGE) SetPhysicMaterialCollision(World:TPhysic,M1:Object,M2:Object,state:Int = 1) AddNewtonObject(World:TPhysic,NO:TNewtonObject) GetNode:Byte Ptr(World:TPhysic,mesh:TEntity) GetPhysicTime:Float(World:TPhysic) GetActiveBodyCount:Int(World:TPhysic) GetUnActiveBodyCount:Int(World:TPhysic) ApplyImpulse(World:TPhysic,mesh:TEntity,impactX:Float,ImpactY:Float,ImpactZ:Float,ForceX:Float,ForceY:Float,ForceZ:Float) SetDefaultElasticity(World:TPhysic,Value:Float) SetDefaultFriction(World:TPhysic,staticFriction:Float,kineticfriction:Float) SetDefaultSoftiness(World:TPhysic,Value:Float) SetBodyMaterial(World:TPhysic,NObject:TNewtonObject,MAterial:Object) SetCollisionMode(World:TPhysic,Material1:Object,Material2:Object,Mode:Int = PHYS_NORMAL_COLLISION) DestroyBody(World:TPhysic,mesh:TMesh) SetConstraitCollisionState(Constrait:TConStrait,state:Int = 0) SetConstraitStiffness(Constrait:TConStrait,stiffiness:Float) GetConstraitStiffiness:Float(Constrait:TConStrait) Destroy(Constrait:TConStrait) CreateBallConstrait:TBallConstrait(WorldPosition:TVector,body0:TNewtonObject,body1:TNewtonObject) BallConstraitSetConeLimits(BallConstrait:TBallConStrait,Vector:TVector,maxConeAngle:Float,MaxTwistAngle:Float) BallConstraitGetForce:TVector(BallConstrait:TBallConStrait) ContactInfo(Info:TContactInfo) OverrideElasticity(Contactinfo:TContactInfo,value:Float) OverrideFrictionState(Contactinfo:TContactInfo,state:Int , id:Int = 0) OverrideSoftness(Contactinfo:TContactInfo,Value:Float) OverrideStaticFriction(Contactinfo:TContactInfo,Value:Float,id:Int=0) OverrideKineticFriction(Contactinfo:TContactInfo,Value:Float,id:Int = 0) OverrideNormalAcceleration(Contactinfo:TContactInfo,value:Float) OverrideNormalDirection(Contactinfo:TContactInfo,Value:TVector) OverrideTangentAcceleration(Contactinfo:TContactInfo,Value:Float,id:Int = 0) PhysicObjectCreate:TNewtonObject(Mesh:TMesh,T:Int = 0) PhxObjOmegaToString:String(NewtonObject:TNewtonObject) PhxObjVelocityToString:String(NewtonObject:TNewtonObject) PhxObjGetVelocity:TVector(NewtonObject:TNewtonObject) PhxObjGetPosition:TVector(NewtonObject:TNewtonObject) PhxObjSetRotation(NewtonObject:TNewtonObject,Pitch# , Roll# , Yaw#) PhxObjSetMass(NewtonObject:TNewtonObject,Mass:Float) PhxObjSetCollisionMode(NewtonObject:TNewtonObject,Mode:Int = PHYS_NORMAL_COLLISION) PhxObjSetAutoSleep(NewtonObject:TNewtonObject,State:Int = 1) PhxObjSetSleepTreshold(NewtonObject:TNewtonObject,speedmag:Float,omegamag:Float,frames:Int) PhxObjSetUserForceCallback(NewtonObject:TNewtonObject,Callback(NewtonObject:TNewtonObject)) PhxObjGetRotation:String(NewtonObject:TNewtonObject) CreatePhysicMaterial:TPhysicMaterial(Name:String) PhxMaterialSetFriction(PhysicMaterial:TPhysicMaterial,staticFriction:Float,KineticFriction:Float) PhxMaterialSetSoftness(PhysicMaterial:TPhysicMaterial,Softness:Float) PhxMaterialSetElasticity(PhysicMaterial:TPhysicMaterial,Elasticity:Float) ListenerHook:Object( id , data:Object , context:Object ) EmitSound(Sound:T3DSound , Entity:TEntity) PlayMusic(Sound:T3DSound , Loop:Byte = False) CreateListener(Entity:TEntity) Audio3DDrives:String[]() SetAudio3DDriver(Driver:String) Load3DSound:T3DSound(url:Object) UpdateParticleSystem(Camera:TCamera , DeltaTime:Float = 1.0) GetParticleCount:Int() GetEmitterCount:Int() AddEmitter:TEmitter(Emitter:TEmitter) AddExistingEmitter(Emitter:Temitter) CreateEmitter:TEmitter() CopyEmitter:Temitter(Emitter:TEmitter) EmitterIgnoreGravity(Emitter:TEmitter , State:Byte = False) SetEmitterType(Emitter:Temitter , _Type:Int = 0) SetParticleType(Emitter:TEmitter , _Type:Int = EMITTER_SPRITE) SetEmitterDelay(Emitter:TEmitter , _Delay:Int = 0) SetEmitterStartDelay(Emitter:TEmitter , _Delay:Int = 0) SetEmitterParticleRate(Emitter:TEmitter , Rate:Int = 0) SetEmitterLife(Emitter:TEmitter , Life:Int = 0) SetEmitterPosition(Emitter:TEmitter , X:Float , Y:Float , Z:Float) SetEmitterParent(Emitter:Temitter , Parent:TEntity = Null) SetParticleVelocity(Emitter:TEmitter , VX1:Float , VY1:Float , VZ1:Float , VX2:Float , VY2:Float,VZ2:Float) SetParticleRotation(Emitter:TEmitter , VX1:Float , VY1:Float , VZ1:Float , VX2:Float , VY2:Float,VZ2:Float) SetParticleAlpha(Emitter:TEmitter , Alpha1:Float , Alpha2:Float) SetParticleLife(Emitter:Temitter , Life1:Int , Life2:Int) SetParticleStartColor(Emitter:Temitter , R:Int , G:Int , B:Int) SetParticleEndColor(Emitter:Temitter , R:Int , G:Int , B:Int) AddExtraEmitter(Emitter:Temitter , ExEmitter:TEmitter) SetDeathEmitter(Emitter:TEmitter , DeathEmitter:TEmitter) SetParticleScale(Emitter:Temitter , XS1:Float = 1 , YS1:Float = 1 , ZS1:Float = 1 , XS2:Float = 1 , YS2:Float = 1 , ZS2:Float = 1 , XE1:Float = 1 , YE1:Float = 1 , ZE1:Float = 1 , XE2:Float = 1 , YE2:Float = 1 , ZE2:Float = 1) SetParticleBlendmode(Emitter:TEmitter , Mode:Int) SetParticleTexture(Emitter:Temitter , Texture:TTexture) SetParticleEntity(Emitter:TEmitter , Entity:TEntity) SetColorGradient(Emitter:Temitter , R1:Int , G1:Int , B1:Int , R2:Int , G2:Int , B2:Int) SetParticleWhirl(Emitter:Temitter , XS:Float = 0 , YS:Float = 0 , ZS:Float = 0 , XE:Float = 0 , YE:Float = 0 , ZE:Float = 0) CanvasGraphics3D(Canvas:TGadget) UpdateCanvas3D(Canvas:TGadget) MeshUseVBO(Mesh:TMesh , State:Byte) EntityRenderMode(Entity:TEntity , Mode:Int = RENDER_FULL) Overall New Functions: 145
The Download links are : http://rapidshare.com/files/29849861/miniB3Dext041beta.zip
www.ironstorm-studios.net/minib3d/miniB3Dext041beta.zip
http://www.sherrox.com/miniB3Dext041beta.zip
Also it is available via syncmods under the german modserver located at btbn.de/ModServer/
just add this url to the BMax modserver.cfg and run
syncmods -u username -p pass klepto
(sorry for the rapidshare host but I have currently no alternative)
there are 4 small samples for Terrain,Shader,Shadow and Physics included. it is precompiled for Win but should compile fine on Mac and Linux.
The Package contains 3 Modules:
1. klepto.minib3d --> Main Module
2. klepto.minib3dparticles --> Particle Extension
3. klepto.minisound3D --> OpenAL 3D Sound Extension
Well the samples are a bit poor but I'm working on some more
to present some particle functions and some extended Physics thingies with callbacks etc.
so enjoy !



