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Blitz3D Manual

Special Forums/Blitz3D Manual

Blitz3D Manual

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Command
Description
Posts
Last post
GetSurfaceBrushReturns a brush with the same properties as is applied to the specified mesh surface...0Nobody (1+ years ago)
GfxDriver3DGfxDriver3D returns True if the specified graphics driver is 3D-capable...0Nobody (1+ years ago)
GfxDriverCaps3DReturns the 'caps level' of the current graphics driver...0Nobody (1+ years ago)
GfxDriverNameSome computers may have more than one video card and/or video driver installed (a good example is a computer system with a primary video card and a Voodoo2 or other pass-through card)...0Nobody (1+ years ago)
GfxMode3DGfxMode3D returns True if the specified graphics mode is 3D-capable...0Nobody (1+ years ago)
GfxMode3DExistsGfxMode3DExists will test to see whether the host machine's graphics card supports a certain video mode, as specified by the width, height and depth parameters, and also whether the specified video mode is 3D-capable...0Nobody (1+ years ago)
GFXModeHeightOnce you determine the video modes available by the video card using CountGFXModes(), you can iterate through them and determine the width, height, and color depth capabilities of each mode...0Nobody (1+ years ago)
GFXModeWidthOnce you determine the video modes available by the video card using CountGFXModes(), you can iterate through them and determine the width, height, and color depth capabilities of each mode...0Nobody (1+ years ago)
GlobalThere are two types of variables in Blitz Basic; local variables and global variables...0Nobody (1+ years ago)
GosubThis branches the flow of the program to a designated label, with the understanding that there will be a Return later on in the called code to resume execution of the program where the Gosub was called...0Nobody (1+ years ago)
GraphicsHeightThis command will tell you the height, in pixels, of the current graphics mode...0Nobody (1+ years ago)
GraphicsWidthThis command will tell you the width, in pixels, of the current graphics mode...0Nobody (1+ years ago)
HandleImageWhen an image is loaded with LoadImage, the image handle (the location within the image where the image is 'drawn from') is always defaulted to the top left corner (coordinates 0,0)...0Nobody (1+ years ago)
HandleSpriteSets a sprite handle...0Nobody (1+ years ago)
HexConverts integer values into hexidecimal values...0Nobody (1+ years ago)
HideEntityHides an entity, so that it is no longer visible, and is no longer involved in collisions...0Nobody (1+ years ago)
HidePointerHidePointer is for use in windowed display modes, and simply hides the Windows pointer when it is moved over your game's window...0Nobody (1+ years ago)
HostIPReturns an integer IP address for the specified host...0Nobody (1+ years ago)
HostNetGameThis allows you to bypass the 'standard' networked game dialog box (normally using StartNetGame) and start a hosted game directly...0Nobody (1+ years ago)
HWMultiTexEnables or disables hardware multitexturing...0Nobody (1+ years ago)
HWTexUnitsReturns the number of hardware texturing units available...0Nobody (1+ years ago)
ImageHeightUse this command and ImageWidth to return the size of the given image (using the handle assigned when the image was loaded with LoadImage) in pixels...0Nobody (1+ years ago)
ImageRectCollideThere are many times when you need to see if an image has collided with (or is touching) a specific rectangular area of the screen...0Nobody (1+ years ago)
ImageRectOverlapThere are many times when you need to see if an image has collided with (or is touching) a specific rectangular area of the screen...0Nobody (1+ years ago)
ImagesCollideThis is THE command to get pixel-perfect collisions between images...0Nobody (1+ years ago)