Guest Red Ocktober Posted May 12, 2011 Share Posted May 12, 2011 how do i access the renderer and the framework in 2.42... all my beautifull gameobjects code now doesn't work... wahhhhh... wahhhh... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted May 12, 2011 Share Posted May 12, 2011 CreateFramework, RenderFramework, that was introduced in LE 2.32. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 12, 2011 Share Posted May 12, 2011 thx... --Mike Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 13, 2011 Share Posted May 13, 2011 well... i tried all the new stuff... in both c++ and BlitzMAX... and now nothin' seems to be working... this really is bad... simple code that loads a scene in 2.31 won't load diddly in 2.42... the waterpatch now seems to be a non reachable private member of the Renderer class, so there goes my ole cpu animated waves... the only code i've got working reliably is the old 2.26 BlitzMax stuff... every attempt to migrate up to newer releases has resulted in headaches, harsh language, and a lot of frustration... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted May 13, 2011 Share Posted May 13, 2011 Waterpatch was never accessible from other languages either. You need to make a feature request if you want unsupported features to be official. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 13, 2011 Share Posted May 13, 2011 Waterpatch was never accessible from other languages either. You need to make a feature request if you want unsupported features to be official. then how did i manage to do this... (clue, i don't know shader coding at all)... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted May 13, 2011 Share Posted May 13, 2011 You used an unsupported feature of BlitzMax. BlitzMax should really use the DLL too, to get rid of the differences between languages. In LE3 this will be finally true. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 13, 2011 Share Posted May 13, 2011 You used an unsupported feature of BlitzMax. BlitzMax should really use the DLL too, to get rid of the differences between languages. In LE3 this will be finally true. and which unsupported feature might that be Lum... --Mike Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted May 13, 2011 Share Posted May 13, 2011 then how did i manage to do this... (clue, i don't know shader coding at all)... --Mike Hmm tough one ... can I take a wild guess? http://www.leadwerks.com/werkspace/topic/1364-oh-no-i-broke-joshs-waterplane/page__view__findpost__p__12566 Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 13, 2011 Share Posted May 13, 2011 ROTFLMAO... can ya see that Lum... no magic tricks... no undocumented or unsupported features... hey... you just helped me see something i had assumed had happened... but naturally it hadn't be right back... --Mike Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 13, 2011 Share Posted May 13, 2011 confirmed Mack's water issue... i'm getting same thing here with 2.31 code that paints textured ocean... --Mike Quote Link to comment Share on other sites More sharing options...
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