Function 'dx7dbf_setsystemproperties' not found
Graphics3D(1000,625,32,2)SeedRnd(MilliSecs())Camera = CreateCamera()CameraRange(Camera,0.1,100)CameraClsColor(Camera,000,000,000)Global ThingsCount%Dim ThingMesh(1000)For n% = 1 To 1000 Step 1 ThingsCount = ThingsCount + 1 I% = ThingsCount ThingMesh(I) = CreateCube() ScaleMesh(ThingMesh(I),1.0/2,1.0/2,1.0/2) EntityColor(ThingMesh(I),Rand(025,255),Rand(025,255),Rand(025,255)) PositionEntity(ThingMesh(I),Rnd(-15,15),Rnd(-15,15),Rnd(-15,15),True)NextOLight = CreateLight(2)LightRange(OLight,3.0)LightColor(OLight,224,224,224)AmbientLight(032,032,032)ScreenMesh = CreateMesh()Surface = CreateSurface(ScreenMesh)AddVertex(Surface,-1.0,0.625,0.0)VertexTexCoords(Surface,0,Float(0)/1024,Float(0)/1024)AddVertex(Surface,1.0,0.625,0.0)VertexTexCoords(Surface,1,Float(1000)/1024,Float(0)/1024)AddVertex(Surface,-1.0,-0.625,0.0)VertexTexCoords(Surface,2,Float(0)/1024,Float(625)/1024)AddVertex(Surface,1.0,-0.625,0.0)VertexTexCoords(Surface,3,Float(1000)/1024,Float(625)/1024)AddTriangle(Surface,0,1,2)AddTriangle(Surface,2,1,3)UpdateNormals(ScreenMesh)EntityColor(ScreenMesh,255,255,255)EntityFX(ScreenMesh,1)ScreenTexture = CreateTexture(1024,1024,16+32+256)SetBuffer(TextureBuffer(ScreenTexture)) ClsColor(255,255,255) Cls();ScaleTexture(ScreenTexture,1.0,1.0)TextureBlend(ScreenTexture,1)EntityTexture(ScreenMesh,ScreenTexture)PositionEntity(Camera,0,0,-16,True)Const CScene% = 1Const CScreen% = 2Global RenderMode% = CScreenGlobal XOffset% = 0Global YOffset% = 0Repeat MXDiff% = MouseXSpeed() MYDiff% = MouseYSpeed() MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) TurnEntity(Camera,MYDiff*0.1,-MXDiff*0.1,0) If( KeyDown(203)=1 ) XOffset = XOffset - 1 Else If( KeyDown(205)=1 ) XOffset = XOffset + 1 Else If( KeyDown(208)=1 ) YOffset = YOffset - 1 Else If( KeyDown(200)=1 ) YOffset = YOffset + 1 EndIf; If( KeyHit(57)=1 ); If( RenderMode = CScene ); RenderMode = CScreen; Else If( RenderMode = CScreen ); RenderMode = CScene; EndIf; EndIf PositionRotateEntityLikeOtherEntity(ScreenMesh,Camera) MoveEntity(ScreenMesh,1.0/Float(1000)*2*XOffset,0.625/Float(625)*2*YOffset,1.0) WireFrame(False) If( KeyDown(2)=1 ) WireFrame(True) EndIf If( RenderMode = CScene ) For I% = 1 To ThingsCount Step 1 ShowEntity(ThingMesh(I)) Next HideEntity(ScreenMesh) SetBuffer(BackBuffer()) RenderWorld() Color(255,255,255) CText("RenderMode = Scene",0,0) Else If( RenderMode = CScreen ) For I% = 1 To ThingsCount Step 1 ShowEntity(ThingMesh(I)) Next HideEntity(ScreenMesh) SetBuffer(BackBuffer()) RenderWorld() CopyRect(0,0,GraphicsWidth(),GraphicsHeight(),0,0,BackBuffer(),TextureBuffer(ScreenTexture)) For I% = 1 To ThingsCount Step 1 HideEntity(ThingMesh(I)) Next ShowEntity(ScreenMesh) SetBuffer(BackBuffer()) RenderWorld() Color(255,255,255) CText("RenderMode = ScreenMesh+ScreenTexture",0,0) CText("XOffset = "+XOffset,0,15) CText("YOffset = "+YOffset,0,30) EndIf Flip(1)Until( KeyDown(1)=1 )End()Function CText(TextStr$,PX%,PY%) Text(PX,PY,TextStr,False,False)End FunctionFunction PositionEntityLikeOtherEntity(Entity,OEntity) PositionEntity(Entity,EntityX(OEntity,True),EntityY(OEntity,True),EntityZ(OEntity,True),True)End FunctionFunction RotateEntityLikeOtherEntity(Entity,OEntity) RotateEntity(Entity,EntityPitch(OEntity,True),EntityYaw(OEntity,True),EntityRoll(OEntity,True),True)End FunctionFunction PositionRotateEntityLikeOtherEntity(Entity,OEntity) PositionEntity(Entity,EntityX(OEntity,True),EntityY(OEntity,True),EntityZ(OEntity,True),True) RotateEntity(Entity,EntityPitch(OEntity,True),EntityYaw(OEntity,True),EntityRoll(OEntity,True),True)End Function