* Finished working on tiling * Changed how sprite layers work. Sprite layers are now not confined to the limits of the actual canvas but instead will decide where to draw each sprite based on the canvas offset and the sprites location
29 lines
1.1 KiB
QBasic
29 lines
1.1 KiB
QBasic
function CreateAnimatedActor( mesh )
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function CreateOctreeActor( mesh )
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function CreateCubeActor( cube_size )
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function CreateSphereActor( radius )
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function CreateWaterActor( mesh, waveHeight, waveSpeed, waveLength )
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function CreateLightActor( )
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function CreateBillboardActor( )
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function CreateTerrainActor( hmap_file$ )
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function CreateParticleActor( particle_type )
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sub DeleteActor( actor )
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sub GetActorTransform( actor, matrix )
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sub SetActorPosition( actor, x, y, z )
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sub TranslateActorLocal( actor, x, y, z )
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sub TranslateActorWorld( actor, x, y, z )
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sub GetActorPosition( actor, ByRef x, ByRef y, ByRef z )
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sub SetActorScale( actor, x, y, z )
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sub ScaleActor( actor, x, y, z )
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sub GetActorScale( actor, ByRef x, ByRef y, ByRef z )
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sub SetActorRotation( actor, x, y, z )
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sub RotateActor( actor, x, y, z )
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sub GetActorRotation( actor, ByRef x, ByRef y, ByRef z )
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sub SetActorVisible( actor, flag )
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function ActorIsVisible( actor )
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sub SetActorAutoCulling( actor, cull_type )
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function GetActorAutoCulling( actor )
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sub AddActorShadow( actor )
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sub RemoveActorShadow( actor )
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function ActorExists( actor )
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