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Found 3 results

  1. In version 4.2 does not work context-> CreateCustom () How do I set the context on HWND? We need to create the 3D editor (Windows forms + Leadwerks) Decision: window = Window::Create(HWND);
  2. File Name: Custom control for rendering leadwerks and c++/cli windows forms. File Submitter: Von04 File Submitted: 22 Jan 2012 File Category: Tools This is a custom control which renders leadwerks to custom control using a custom buffer and a c++ window form application. It has been tested on 2008 and 2010 c++ express, 2010 visual studio professional and c# all versions. How to use: 1. Create a windows form application. 2. Add the LEControl.Dll file to your projects release/debug folder, whichever one your running. 3. Add Shaders.Pak, Scripts Folder, Engine.dll, Engine.Cpp, and Engine.h to your project directory. 4. Go to the Form designer and open up the Toolbox. 5. Right-click and select Choose Items. 6. After the Choose Items dialog appears (usually takes awhile) selecte the Browse... button. 7. Navigate to your projects Release/Debug folder and select LEControl.Dll. 8. A new control should now appear called LEControl. Click OK. LEControl should now be added to your toolbox. 9. Drag a LEControl onto your windows form. In the example, I renamed from lecontrol1 to Window. 10. Go to the new controls events (click the lightning bolt icon) and double click the Paint event. 11. The newly created function is now your leadwerks rendering loop. Add your code here that you would normally have inside your main loop. There is no need to add the actual rendering code, because the control sets that up automatically. Just enter code for modifying entites e.g. 12. Go back to the control events and double-click the Resize event. Inside the newly created function add the line: Window->ResizeBuffers(); This is assuming that you renamed your control Window. Otherwise add the line: lecontrol1->ResizeBuffers(); This will resize the custom buffer to match the size of the control. 13. See the Example.Cpp file to see how to #include "Engine.Cpp". 14. In your Form1.h file make sure your add #include "Engine.h" at the top of the file. 15. In the Form1 constructor add: Initialize(); RegisterAbstractPath("Your SDK Location Here"); before the line: InitializeComponent(); 16. After InitializeComponent() add the line: Window->InitializeLeadwerks(true); // Uses framework or Window->IntializeLeadwerks(false); // no framework 17. InitializeLeadwerks sets up leadwerks creating world and cameras for you. See the Form1.h file included with the zip pack for an example for accessing the different camera and worlds. 18. Run your form and that should be it. This control has been tested on c++ 2008 and 2010 express, 2010 Visual Studio Professional, and all years of C#. If you have any suggestions and encounter any bugs please post them here. Enjoy! Click here to download this file
  3. File Name: LEControl for rendering leadwerks on c++ windows forms. File Submitter: Von04 File Submitted: 22 Jan 2012 File Category: Tools This is a custom control for rendering leadwerks to a custom buffer using an opengl control on a c++/cli windows form. There is a sample project created with c++ 2008 express. The control was also tested on c++ 2010 express and professional versions and ran fine. This control has also been tested and works with c# windows forms. The sample project shows the custom control already attached to a form, but if you want to add the control to another form then follow these rules: 1. Add the LEControll.Dll file to your projects release/debug folder. 2. With your form project open, open the ToolBox and right-click. 3. Select Choose Items. 4. When the Choose Items dialog pops up (which usually takes a long time) select the Browse... button. 5. Then go to your projects release/debug folder and select LEControl.Dll. 6. A new control called LEControl should now show up and be checked. Click OK. 7. Now a new control is added to your Toolbox called LEControl. 8. Click and drag a LEControl onto your windows form. 9. Highlight your newly created control and select the event properties ( the little lightning bolt icon). 10. Go to the event called Paint and double click the empty value box. 11. Under the newly created function is your rendering loop. Add all code here that would normally appear in in your loop. Don't worry about adding the code for actual rendering of the world or the framework for the control already has this code built in. 12. Go back to the designer and find the Resize event. Double click. Inside the newly created function add line: lecontrol1->ResizeBuffers(); This is assuming you didn't change the name of the control. lecontrol1 is the default name of the control. 13. Please see the included example project for setting up the main forms constructor. There are some things I'm still working on and will update as needed, but this is definitely a working control. If you encounter any bugs please post them here. Click here to download this file
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