BLaBZ Posted April 20, 2012 Share Posted April 20, 2012 Is it possible to make OpenGL commands within BlitzMAX? Like if I wanted to Implement a custom particle system? Thanks Quote = OpenGL Link to comment Share on other sites More sharing options...
Josh Posted April 20, 2012 Share Posted April 20, 2012 Absolutely. That's what I do in the editor. There's a secret callback in the camera class like this: framewerk.Main.camera.DrawCameraHook=DrawCameraHook Function DrawCameraHook(camera:TCamera,stage:Int=0) Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
BLaBZ Posted April 21, 2012 Author Share Posted April 21, 2012 Ok I probably should of clarified, while using Leadwerks? Quote = OpenGL Link to comment Share on other sites More sharing options...
BLaBZ Posted April 21, 2012 Author Share Posted April 21, 2012 Disregard that last comment josh, me being dumb Quote = OpenGL Link to comment Share on other sites More sharing options...
Joh Posted July 2, 2012 Share Posted July 2, 2012 So basically we should just use our opengl command in this callback? Quote Intel Corei7-6700, NVIDIA GeForce GTX 980, 32GB DDR4, W-10. Link to comment Share on other sites More sharing options...
Naughty Alien Posted July 2, 2012 Share Posted July 2, 2012 ..yes, you can use OGL while LE running..my HUD/GUI library does it.. Quote Link to comment Share on other sites More sharing options...
Joh Posted July 2, 2012 Share Posted July 2, 2012 Nice.. Didn't know about this callback. In past i used another way to render with opengl. Quote Intel Corei7-6700, NVIDIA GeForce GTX 980, 32GB DDR4, W-10. Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.