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Posted

On my map I added the Firepit from the SDK. Using the Framewerk I loaded the scene and render it.

Unfortunately I do not have any flame and haze effect and when I quit I receive the Null framewerk message. The sounds and other features are working ok.

 

In the Engine.log there is no missing file there. Am I missing something?

i5 2.7Ghz, GTS 450, 8GB Ram, Win7 x64; Win8 x64

rvlgames.com - my games

RVL Games Facebook Page, YouTube Channel

 

Blitzmax :)

Posted

You need to use Framework if you want to load models with a Lua script which access the fw object.

Firepit does this with these lines: SetWorld(fw.transparency.world)

 

If you want to use Framewerk, you need to write your own ProcessScene function, or use gamelib.

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

Yeah, I would use Framework, since it works fully with Lua too.

Framewerk is more for developers who want full access to the post-effect rendering.

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

In my cGlobals.h I have now:

 

#pragma once
#include "engine.h"
extern TFramework framework;

 

In cGlobals.cpp:

#include "cGlobals.h"
#include "engine.h"
TFramework framework=CreateFramework();

 

When compiling I receive:

Unhandled exception at 0x00000000 in Game.exe: 0xC0000005: Access violation.

in the engine.cpp

inline TFramework CreateFramework(void)
{
return leCreateFramework();
}

i5 2.7Ghz, GTS 450, 8GB Ram, Win7 x64; Win8 x64

rvlgames.com - my games

RVL Games Facebook Page, YouTube Channel

 

Blitzmax :)

Posted
TFramework framework=CreateFramework();

You can't call CreateFramework() before the engine.dll has been loaded.

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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