Quote: "and PLEASE tell me why you are using 2 cameras, it is really bad unless you need it, it is extra processing.
Use camera 0, it is already there."
I find it easier to remember, sorry, and I really don't use more than 1 camera (or 2 with camera 0, but I don't use cam 0)
Quote: "if you downloaded DarkGDK 7.4, make sure to get the PATCH for it, scroll down, near the middle of the page, you'll find a new lib and core libraries update"
did that
Quote: "dbControlCameraUsingArrowKeys ( 0, 1, 1 )"
I tried that with camera 1 (1,1,1) and it didn't work, but i'll try your code right now.
Quote: "remember, c++ is CaSe SenSitIvE"
YeS i KnOw
EDIT: with
#include "DarkGDK.h"
void DarkGDK ( void ) {
//start sync
dbSyncOn();
//unlimited range
dbSyncRate(0);
//background enabled, its better to use a sky sphere
dbBackdropOn();
//make sure the camera doesnt automatically assign itself
dbAutoCamOff();
//creates a cube
dbMakeObjectCube(1, 10);
//the loop
while( LoopGDK ( ) ) {
//we control default camera using the arrowkeys
dbControlCameraUsingArrowKeys ( 0, 1, 1 );
//create a char array to hold our combined strings
char string[200];
//we combine the two strings together, X Position: and CameraPosition and we then print it using text.
sprintf ( string, "%s %s", "X Position: ", dbStr(dbCameraPositionX()) );
dbText(0,0,string);
sprintf ( string, "%s %s", "Y Position: ", dbStr(dbCameraPositionY()) );
dbText(0,15,string);
sprintf ( string, "%s %s", "Z Position: ", dbStr(dbCameraPositionZ()) );
dbText(0,30,string);
//clean up what we dont need
delete[] string;
//update the screen
dbSync();
}
//cleanup
dbDeleteObject(1);
//return back to windows
return;
}
I cannot find the cube at all. Would you mind testing? Also I thought that when you make a camera its default rotation was forward so if we placed a cube infront of it we would be able to see it.
I want coke, not Pepsi!