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Revision 449

  • fixed typos in BlitzMax module
  • fixed issue with fog if shadows are being used
  • fixed issue with skinning if shadows are being used
  • mouse input is buffered now
    • fixed xMouseZSpeed()
    • added xGetMouse()
    • xFlushMouse() clears all the information about pressed buttons, including those which are returned by xMouseDown() ( check your code for redundant calls of this function )
    • added xMouseUp(). It returns true after each release of mouse button which was pressed before.
    • xMouseXSpeed() and xMouseYSpeed() now returns data directly from mouse device. Returned values don’t concern to pixels. This change gives more accurate data.

Revision 445

Fixed culling of scaled sprites

Revision 444

Fixed texture loading with absolute path

Revision 443

  • Fixed textures unloading issue
  • Added xCameraEnableShadows() / xCameraDisableShadows() commands, shadows sample updated

Revision 441

  • Updated shadow system, small sample here (fixed issues with transparent and untextured objects and objects with hardware skinning).
  • Added second parameter for xRenderWorld(). Its enables or disables shadows (no additional commands are necessary for shadow rendering now).
  • Added xEntityReceiveShadows() and xEntityIsReceiver() commands for receivers control.
  • No shader file needed for shadows now (but user custom shader can be used).

Revision 440

  • Fixed post-processing issue
  • Fixed xMehesBBIntersect()

Revision 438

  • Fixed bug with textures unloading
  • Added xMeshesBBIntersect() command

Revision 436

  • Deleted old stuff such as vertex and pixel shaders, old post-processing system
  • Added a new post-processing system ( a little sample is here, an article about post-effects and new post-processing system is coming soon).
  • Rewritten texture manager (notify us, if you have troubles with textures with this revision)
  • xGrabImage() added

Revision 429

  • Fixed light source deleting issue
  • Fixed input reacquire logging issue
  • Fixed X-Mesh loader memory leak

Revision 426

  • Added automatic generation of bounding volumes for collisions for loaded meshes
  • Added second argument for xMeshWidth(), xMeshHeight() and xMeshDepth() functions. Now they can compute width, height and depth for all hierarchy (disabled by default).