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Posted

It should be just SetWireframe(1). Or maybe game.engine.SetWireframe(true) would work, since it's LEO's command.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

My mistake, this is not a gamelib question but a LEO question.

 

I've tried:

game.engine.SetWireframe(1);

game.engine.SetWireframe(true);

::Wireframe(1);

::Wireframe(true);

 

None of which do anything. I've stepped through the code and the leWireframe(mode) method is getting called, but no wireframe. I've tried placing the call throughout my main with no effect.

 

As a test I ran the project wizard and created a new project with the spinning cube and set wireframe(true) and it also didn't work.

 

Any suggestions would be great!

 

Thanks,

 

Blue

Posted

I found the problem. Framework has its own wiremode attribute, and it enables and disables the wireframe mode in each RenderFramework call. However, the engine.dll is missing the Framework SetWireFrame() command, so currently you can't use wireframe mode with Framework at all. I posted a bug report about this:

http://leadwerks.com/werkspace/index.php?/tracker/issue-80-setwireframe-command-missing/

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

It might be possible to find the memory location of the int wiremode attribute and change it.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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