I know I haven't posted any news about the new minib3d extended Version. But maybe its time to reveal some things
that came up the last couple of weeks.
first to answer you're question:
In general it should be possible to just copy the Camera Type from minib3d 0.51. But this may result in some shaderbugs.
Now a few words to the extended Version.
As some of you may know, minib3d extended 2 is frozen because of the lack of time. But I have started a new extended Version from scratch with
0.51 as a base. Hopefully I can establish an early beta, maybe alpha during the next 2-3 weeks.
Things that are implemnted currently:
loaders: b3d,3ds,obj,md2,md3 (with animation and multibody support)
and quake3 bsp maps (main level generation is done, just working on the bezier patches, full availabilllity of entities and their states, already some shader support)
GLSL: New Material Type which is extendable and very flexible. eg:
Local Bump:TSimpleBumpMap = New TSimpleBumpMap
Bump = Bump.CreateSimpleBumpMap()
Bump.SetColorMap(LoadTexture("scene/plate.jpg"))
Bump.SetNormalMap(LoadTexture("scene/platedot3.png") )
Bump.SetTextureScale(0.05)
Bump.SetLightRange(1000)
Bump.setLight(Light)
AttachMaterial(mesh,bump)
code for a simple Bumpmap Material
Physics : based on Newton2.0 currently very stable. And a complete rewrite from the previous version
Terrain : not yet implemented, but I will add the terrain from the latest extended 2 Version which could render up to 33Mio Tris
TextureBuffers : Realised through FBOs but with a Fallback to support lower level gfx cards
Shadows : Much faster than previous Version espacially in case of animated characters, also Shadowmapping is a thing i'm working on
Well, as said I hope to get an early beta version up in the next 2 or 3 weeks, don't shoot me if it will be 4 ;)