Documented all current functions

This commit is contained in:
n00b
2024-10-06 17:07:06 -04:00
parent 641c5c86ca
commit 62363b4b98
256 changed files with 543 additions and 186 deletions

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Returns an actor's inverse mass
#ref SetActorMassProperties

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#title HasClipboardText [RCBasic Doc]
#header function HasClipboardText()
Returns whether or not there is text in the clipboard.

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#title Hex$ [RCBasic Doc]
#header function Hex$(n)
Returns a hexadecimal representation of a number.

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#title HexVal [RCBasic Doc]
#header function HexVal(n$)
Returns the integer value of a hexadecimal string.

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#title HideMouse [RCBasic Doc]
#header sub HideMouse()
Makes the mouse cursor invisible.

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#title HideWindow [RCBasic Doc]
#header sub HideWindow( )
Sets the window invisible.
#ref ShowWindow WindowIsVisible

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#title ImageExists [RCBasic Doc]
#header function ImageExists(slot)
#header function ImageExists(img)
Returns true if img is associated with an allocated image in memory

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#title IncrementMatrixColumns [RCBasic Doc]
#header sub IncrementMatrixColumns(mA, mB, c, num_cols, value)
Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB

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#title IncrementMatrixRows [RCBasic Doc]
#header sub IncrementMatrixRows(mA, mB, r, num_rows, value)
Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB

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#title InKey [RCBasic Doc]
#header function InKey()
Returns the character value of the key that was pressed.

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#title Input$ [RCBasic Doc]
#header function Input$(prompt$)
Returns user input from the console

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#title Insert$ [RCBasic Doc]
#header function Insert$(src$, tgt$, pos)
Returns a string containing str_to_insert$ inserted into src$ at a given position

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#title InsertMatrixColumns [RCBasic Doc]
#header function InsertMatrixColumns(mA, c, num_cols)
Insert a number of empty columns into matrix mA starting at the specified column.

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#title InsertMatrixRows [RCBasic Doc]
#header function InsertMatrixRows(mA, r, num_rows)
Insert a number of empty rows into matrix mA starting at the specified row.

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#title InStr [RCBasic Doc]
#header function InStr(src$, substr$)
Returns the position in src$ where substr$ is found. If not found it will return -1.

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#title Int [RCBasic Doc]
#header function Int(n)
Returns a number converted to an integer.

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#title integrateActorVelocities [RCBasic Doc]
#header sub integrateActorVelocities( actor, v_step)
Updates the linear and angular velocities of an actor based on the forces and torques applied to it over a time step.
Note: This is more manual control than most devs will probably need

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#title Interpolate [RCBasic Doc]
#header Function Interpolate(min_a, max_a, mid_a, min_b, max_b)
This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values

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#title InvertMatrix [RCBasic Doc]
#header function InvertMatrix(mA, mB)
Stores the inverse matrix of mA in mB

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#title IsEqualMatrix [RCBasic Doc]
#header function IsEqualMatrix(mA, mB, tolerance)
Returns true if matrix mA is within tolerance of matrix mB

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#title JoinMatrixColumns [RCBasic Doc]
#header sub JoinMatrixColumns(mA, mB, mC)
Appends the columns in matrix mB below matrix mA.

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#title JoinMatrixRows [RCBasic Doc]
#header sub JoinMatrixRows(mA, mB, mC)
Appends the rows in matrix mB onto the right of matrix mA.

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#title JoyAxis [RCBasic Doc]
#header function JoyAxis(joy_num, joy_axis)
Returns the value of an axis on a joystick.

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#title JoyButton [RCBasic Doc]
#header function JoyButton(joy_num, joy_button)
Returns true if the given button was pressed and false otherwise.

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#title JoyHat [RCBasic Doc]
#header function JoyHat(joy_num, joy_hat)
Returns the position of the Hat.
Possible Hat Positions
#list ul
#li HAT_CENTERED
#li HAT_LEFT
#li HAT_RIGHT
#li HAT_UP
#li HAT_DOWN
#li HAT_RIGHTUP
#li HAT_RIGHTDOWN
#li HAT_LEFTUP
#li HAT_LEFTDOWN
#/list

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#title JoyName$ [RCBasic Doc]
#header function JoyName$(joy_num)
Returns the joystick name.

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#title JoyRumblePlay [RCBasic Doc]
#header sub JoyRumblePlay(joy_num, strength, duration)
Rumbles a joystick at a specified strength for the specifed duration.
#list ul
#li Strength - A value between 0 and 1
#li Duration - Value is in milliseconds
#/list

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#title JoyRumbleStop [RCBasic Doc]
#header sub JoyRumbleStop(joy_num)
Stops the rumble on a joystick

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#title JoystickIsConnected [RCBasic Doc]
#header function JoystickIsConnected(joy_num)
Returns true if joystick is connected, or false if it isn't.

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#title JoystickIsHaptic [RCBasic Doc]
#header function JoystickIsHaptic(joy_num)
Returns true if joystick has the ability to rumble.

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#title Key [RCBasic Doc]
#header function Key(key_code)
Returns true if the given key was pressed and false otherwise.

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#title Lcase$ [RCBasic Doc]
#header function Lcase$(src$)
Returns src$ converted to a completely lower-case string

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#title Left$ [RCBasic Doc]
#header function Left$(src$, n)
Returns a substring n characters in length from the left side of the given string.

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#title Len [RCBasic Doc]
#header function Len(src$)
Returns the number of characters in the given string
Note: This function is the exact same as Length()
#ref Length

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#title Length [RCBasic Doc]
#header function Length(src$)
Returns the number of characters in the given string
Note: This function is the exact same as Len()
#ref Length

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#title lightIsCastingShadow [RCBasic Doc]
#header function lightIsCastingShadow( actor )
Returns true if shadow casting is enabled for the given light
#ref SetLightShadowCast

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#title Line [RCBasic Doc]
#header sub Line(x1, y1, x2, y2)
Draws a line

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#title LoadFont [RCBasic Doc]
#header function LoadFont(fnt_file$, font_size)
Returns a font id for a font with glyphs of font_size

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#title LoadImage [RCBasic Doc]
#header function LoadImage( img$ )
Returns an image id for an image loaded into memory

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#title LoadImageEx [RCBasic Doc]
#header function LoadImageEx(img$, colkey)
Returns an image id for an image loaded into memory

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#title LoadMesh [RCBasic Doc]
#header function LoadMesh( mesh_file$ )
Returns a mesh id for the loaded mesh
Supported formats
#list ul
#li Animated objects:
#list ul
#li B3D files (.b3d, r, skeleton)
#li Microsoft DirectX (.x, r) (binary & text, skeleton)
#li Milkshape (.ms3d, r, skeleton)
#li Quake 3 models (.md3, r, morph)
#li Quake 2 models (.md2, r, morph)
#/list
#li Static objects:
#list ul
#li Irrlicht scenes (.irr, r/w)
#li Irrlicht static meshes (.irrmesh, r/w)
#li 3D Studio meshes (.3ds, r)
#li Alias Wavefront Maya (.obj, r/w)
#li Lightwave Objects (.lwo, r)
#li COLLADA 1.4 (.xml, .dae, r/w)
#li OGRE meshes (.mesh, r)
#li My3DTools 3 (.my3D, r)
#li Pulsar LMTools (.lmts, r)
#li Quake 3 levels (.bsp, r)
#li DeleD (.dmf, r)
#li FSRad oct (.oct, r)
#li Cartography shop 4 (.csm, r)
#li STL 3D files (.stl, r/w)
#li PLY 3D files (.ply, r/w)
#/list
#/list
#ref LoadMeshFromArchive

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#title LoadMeshFromArchive [RCBasic Doc]
#header function LoadMeshFromArchive( archive$, mesh_file$ )
Returns a mesh id for the loaded mesh from an archive (*.zip, *.pak, etc.)
Supported formats
#list ul
#li Animated objects:
#list ul
#li B3D files (.b3d, r, skeleton)
#li Microsoft DirectX (.x, r) (binary & text, skeleton)
#li Milkshape (.ms3d, r, skeleton)
#li Quake 3 models (.md3, r, morph)
#li Quake 2 models (.md2, r, morph)
#/list
#li Static objects:
#list ul
#li Irrlicht scenes (.irr, r/w)
#li Irrlicht static meshes (.irrmesh, r/w)
#li 3D Studio meshes (.3ds, r)
#li Alias Wavefront Maya (.obj, r/w)
#li Lightwave Objects (.lwo, r)
#li COLLADA 1.4 (.xml, .dae, r/w)
#li OGRE meshes (.mesh, r)
#li My3DTools 3 (.my3D, r)
#li Pulsar LMTools (.lmts, r)
#li Quake 3 levels (.bsp, r)
#li DeleD (.dmf, r)
#li FSRad oct (.oct, r)
#li Cartography shop 4 (.csm, r)
#li STL 3D files (.stl, r/w)
#li PLY 3D files (.ply, r/w)
#/list
#/list
#ref LoadMesh

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#title LoadMusic [RCBasic Doc]
#header sub LoadMusic(music_file$)
Loads a music track

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#title LoadSound [RCBasic Doc]
#header function LoadSound(snd_file$)
Returns an id for a loaded audio track

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#title LoadVideo [RCBasic Doc]
#header sub LoadVideo(vid$)
Loads a video track

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#title Log [RCBasic Doc]
#header function Log(n)
Returns the logarithm of a number.

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#title loopActorAnimation [RCBasic Doc]
#header sub loopActorAnimation( actor, flag )
Enables or disables actor animation loop

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#title Ltrim$ [RCBasic Doc]
#header function Ltrim$(src$)
Returns src$ with all the spaces before the first non-space character removed.

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#title MakeDir [RCBasic Doc]
#header function MakeDir(p$)
Creates a new directory.

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#title materialIsAplhaBlend [RCBasic Doc]
#header function materialIsAplhaBlend( material_id)
Returns true if alpha blending is enabled for a material

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#title materialIsGouraudShaded [RCBasic Doc]
#header function materialIsGouraudShaded( material_id)
Returns true if material is set to goraud shading

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#title materialIsLit [RCBasic Doc]
#header function materialIsLit( material_id)
Returns true if a material is affected by lights in the scene
#ref SetMaterialLighting

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#title materialIsNormalized [RCBasic Doc]
#header function materialIsNormalized( material_id)
Returns true if material has normalized normals

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#title materialIsPointCloud [RCBasic Doc]
#header function materialIsPointCloud( material_id)
Returns true if material is set to render with point cloud

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#title materialIsTransparent [RCBasic Doc]
#header function materialIsTransparent( material_id)
Returns true if material is transparent

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#title materialIsWireframe [RCBasic Doc]
#header function materialIsWireframe( material_id)
Returns true if the material is rendered with non-filled triangles

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#title MatrixFromBuffer [RCBasic Doc]
#header sub MatrixFromBuffer(mA, r, c, ByRef buffer)
Creates a matrix from an array.
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.

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#title MatrixValue [RCBasic Doc]
#header function MatrixValue(mA, r, c)
Returns the value stored at the given row and column in the matrix

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#title Max [RCBasic Doc]
#header function Max(a, b)
Returns the highest of two numbers.
#ref Min

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#title MaximizeWindow [RCBasic Doc]
#header sub MaximizeWindow()
Maximizes the window

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#title MessageBox [RCBasic Doc]
#header function MessageBox(title$, msg$)
Displays a message box

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#title Mid$ [RCBasic Doc]
#header function Mid$(src$, start, n)
Returns a substring n characters long starting at start pos.

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#title Min [RCBasic Doc]
#header function Min(a, b)
Returns the lowest of two numbers.
#ref Max

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#title MinimizeWindow [RCBasic Doc]
#header sub MinimizeWindow()
Minimizes the window

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#title MouseButton [RCBasic Doc]
#header function MouseButton(mb)
Returns true if mouse button is pressed

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#title MouseIsVisible [RCBasic Doc]
#header function MouseIsVisible()
Returns true if mouse cursor is shown
#ref ShowMouse HideMouse

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#title MouseWheelX [RCBasic Doc]
#header function MouseWheelX()
Returns the value of the x axis on the mouse wheel

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#title MouseWheelY [RCBasic Doc]
#header function MouseWheelY()
Returns the value of the y axis on the mouse wheel

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#title MouseX [RCBasic Doc]
#header function MouseX()
Returns the mouse x position

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#title MouseY [RCBasic Doc]
#header function MouseY()
Returns the mouse y position

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#title MoveFile [RCBasic Doc]
#header function MoveFile(src$, dst$)
Moves a file on the system.
Returns true if the file was able to be moved and false if it wasn't

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#title MultiplyMatrix [RCBasic Doc]
#header function MultiplyMatrix(mA, mB, mC)
Multiply matrix mA and mB and store the result in mC

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#title MusicExists [RCBasic Doc]
#header function MusicExists()
Returns true if there is a music track loaded

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#title MusicIsPlaying [RCBasic Doc]
#header function MusicIsPlaying()
Returns true if the music track is currently playing

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#title NumAccels [RCBasic Doc]
#header function NumAccels()
Returns the number of accelerometer sensors detected

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#title PrefPath$ [RCBasic Doc]
#header function PrefPath$(org_name$, app_name$)
Returns the preferred path for storing files.

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#title RGB [RCBasic Doc]
#header function RGB(r,g,b)
Returns a 32-bit color value.

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#title RGBA [RCBasic Doc]
#header function RGBA(r,g,b,a)
Returns a 32-bit color value.

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#title Right$ [RCBasic Doc]
#header function Right$(src$, n)
Returns n number of characters from the right side of src$.

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#title RotateActor [RCBasic Doc]
#header sub RotateActor( actor, x, y, z )
Rotates and actor a given number of degrees from its current orientation
#ref SetActorRotation GetActorRotation

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#title RotateCamera [RCBasic Doc]
#header sub RotateCamera( x, y, z)
Rotates the camera a given number of degrees from its current orientation
#ref SetCameraRotation GetCameraRotation

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#title Round [RCBasic Doc]
#header function Round(n)
Rounds n to the nearest whole number.

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#title Rtrim$ [RCBasic Doc]
#header function Rtrim$(src$)
Returns src$ with all the spaces after the last non-space character removed.

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#title Runtime$ [RCBasic Doc]
#header function Runtime$()
Returns the path to the RCBasic runtime that launched the current program

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#title Runtime_Utility_Message$ [RCBasic Doc]
#header function Runtime_Utility_Message$(arg$)
Passes arg$ to the rc_intern_runtime_utility() function in the rc_media.h file. The function returns a string.
Note: On IOS there a file in the project called rcbasic_ios_native.h which is already setup for you to add your C++ code.

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#title setActorLinearVelocityLocal [RCBasic Doc]
#header sub setActorLinearVelocityLocal( actor, x, y, z)
Sets actor's linear velocity
#ref GetActorLinearVelocityLocal SetActorLinearVelocityWorld

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#title setActorLinearVelocityWorld [RCBasic Doc]
#header sub setActorLinearVelocityWorld( actor, x, y, z)
Sets actor's linear velocity
#ref SetActorLinearVelocityLocal GetActorLinearVelocityWorld

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#title setActorMassProperties [RCBasic Doc]
#header sub setActorMassProperties( actor, mass, inertia_x, inertia_y, inertia_z)
Set the mass and local inertia of an actor. This is crucial for defining how the actor behaves under the influence of forces and torques, especially when it comes to simulating realistic motion and rotation.
Mass
#list ul
#li The mass of an actor defines how much it resists changes in its motion when forces are applied. A heavier object will require more force to accelerate or decelerate compared to a lighter object.
#/list
Inertial
#list ul
#li The local inertia is a vector that represents how the mass is distributed within the actor relative to its center of mass. It affects how the actor resists rotational forces (torques).
#li An object with a larger inertia value along a specific axis will rotate more slowly when a torque is applied in that direction, and vice versa.
#/list
#ref GetActorLocalInertia GetActorInverseMass

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#title setActorMaterial [RCBasic Doc]
#header sub setActorMaterial( actor, material_num, material_id)
Sets a material on an actor
Note: Generally you just want to set material zero but actors can have multiple materials depending on the model format
#ref GetActorMaterial

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#title setActorMaterialFlag [RCBasic Doc]
#header sub setActorMaterialFlag( actor, flag, flag_value)
Sets the value of an actor's material flag.
Note: The material on this would be material 0. To set other material flag's you need to get a reference to the actor's material with GetActorMaterial().
Possible values for flag:
#list
#li MATERIAL_FLAG_WIREFRAME 
#li MATERIAL_FLAG_POINTCLOUD 
#li MATERIAL_FLAG_GOURAUD_SHADING 
#li MATERIAL_FLAG_LIGHTING 
#li MATERIAL_FLAG_ZBUFFER 
#li MATERIAL_FLAG_ZWRITE_ENABLE 
#li MATERIAL_FLAG_BACK_FACE_CULLING 
#li MATERIAL_FLAG_FRONT_FACE_CULLING 
#li MATERIAL_FLAG_BILINEAR_FILTER 
#li MATERIAL_FLAG_TRILINEAR_FILTER 
#li MATERIAL_FLAG_ANISOTROPIC_FILTER 
#li MATERIAL_FLAG_FOG_ENABLE 
#li MATERIAL_FLAG_NORMALIZE_NORMALS 
#li MATERIAL_FLAG_TEXTURE_WRAP 
#li MATERIAL_FLAG_ANTI_ALIASING 
#li MATERIAL_FLAG_COLOR_MASK 
#li MATERIAL_FLAG_COLOR_MATERIAL 
#li MATERIAL_FLAG_USE_MIP_MAPS 
#li MATERIAL_FLAG_BLEND_OPERATION 
#li MATERIAL_FLAG_POLYGON_OFFSET 
#/list
#ref GetActorMaterialFlag GetActorMaterial

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#title SetActorMD2Animation [RCBasic Doc]
#header sub SetActorMD2Animation( actor, anim )
Sets the current animation for an *.md2 model
Possible Animations
#list ul
#li MD2_ANIMATION_STAND
#li MD2_ANIMATION_RUN
#li MD2_ANIMATION_ATTACK
#li MD2_ANIMATION_PAIN_A
#li MD2_ANIMATION_PAIN_B
#li MD2_ANIMATION_PAIN_C
#li MD2_ANIMATION_JUMP
#li MD2_ANIMATION_FLIP
#li MD2_ANIMATION_SALUTE
#li MD2_ANIMATION_FALLBACK
#li MD2_ANIMATION_WAVE
#li MD2_ANIMATION_POINT
#li MD2_ANIMATION_CROUCH_STAND
#li MD2_ANIMATION_CROUCH_WALK
#li MD2_ANIMATION_CROUCH_ATTACK
#li MD2_ANIMATION_CROUCH_PAIN
#li MD2_ANIMATION_CROUCH_DEATH
#li MD2_ANIMATION_DEATH_FALLBACK
#li MD2_ANIMATION_DEATH_FALLFORWARD
#li MD2_ANIMATION_DEATH_FALLBACKSLOW
#li MD2_ANIMATION_BOOM
#/list
#ref SetActorMD2AnimationByName

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#title SetActorMD2AnimationByName [RCBasic Doc]
#header sub SetActorMD2AnimationByName( actor, anim_name$ )
Sets the current animation for an *.md2 model
#ref SetActorMD2Animation

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#title SetActorPosition [RCBasic Doc]
#header sub SetActorPosition( actor, x, y, z )
Sets the absolute position of an actor
#ref TranslateActorLocal TranslateActorWorld GetActorPosition

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#title SetActorRotation [RCBasic Doc]
#header sub SetActorRotation( actor, x, y, z )
Sets the rotation of an actor around each axis
#ref RotateActor GetActorRotation

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#title SetActorScale [RCBasic Doc]
#header sub SetActorScale( actor, x, y, z )
Sets the scale of an actor
#ref ScaleActor GetActorScale

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#title setActorSleepThresholds [RCBasic Doc]
#header sub setActorSleepThresholds( actor, linear, angular)
Sets the linear and angular deactivation thresholds for an actor
#ref GetActorLinearSleepThreshold GetActorAngularSleepThreshold

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#title SetActorSolid [RCBasic Doc]
#header sub SetActorSolid(actor, flag)
Sets whether an actor has physics and collision response applied to it
Note: Collision detection will still work for non solid actors
#ref ActorIsSolid

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#title setActorTexture [RCBasic Doc]
#header sub setActorTexture( actor, layer, image_id)
Sets the texture for an actor's default material
Note: Generally you want to use texture layer 0

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#title SetActorVisible [RCBasic Doc]
#header sub SetActorVisible( actor, flag )
Sets whether the actor is visible in the scene
#ref ActorIsVisible

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#title setBilinearFilter [RCBasic Doc]
#header sub setBilinearFilter( flag )
Enables or disables the bilinear filter for drawing 2D images

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