Posted By: not_me
what have i done wrong? - 05/26/09 02:11
anyone care to tell me what ive done wrong here? Everytime i convert things to lite-c they never work...
error report says line 8 is the issue ...
"X" is not a member of function...
error report says line 8 is the issue ...
"X" is not a member of function...
Code:
///////////////////////////////////////////////////////////////////////////////////////////////////// //two views VIEW* reflect_view={layer = -1;} VIEW* refract_view={layer = -1;} BMAP* bmap_mirrortarget; BMAP* bmap_refracttarget; //you may change these sizes, but do not exceed the screen height(or width if you have a strange machine) var reflectsize[3] = 256,256,16;<<<<<SAYS ERROR IS HERE!!!!! var refractsize[3] = 256,256,16; ///////////////////////////////////////////////////////////////////////////////////////////////////// #define reflection_strength skill1 #define refraction_strength skill2 #define wavesize skill3 #define wavespeed skill4 #define reflect_handle skill5 #define refract_handle skill6 ///////////////////////////////////////////////////////////////////////////////////////////////////// //skill1 = reflect strength //skill2 = refract strength //skill3 = clip near //skill4 = clip far function rwater_fx_event() { if(render_view == reflect_view || refract_view) { return(0); } return(1); } MATERIAL* rwater_fx = { event = rwater_fx_event; effect = "fx_rwater.fx"; flags = enable_render; } //////////////////////////////////////////////////////////////////////////////////////////////////// function create_reflect_view() { //create bitmap bmap_mirrortarget = bmap_createblack(reflectsize.x,reflectsize.y,reflectsize.z);// rwater_fx.skin1 = bmap_mirrortarget; reflect_view.bmap = bmap_mirrortarget; //size settings reflect_view.size_x = bmap_width(reflect_view.bmap); reflect_view.size_y = bmap_height(reflect_view.bmap); //set some flags reflect_view.noparticle = on; reflect_view.noshader = on; reflect_view.visible = on; reflect_view.portalclip = on; } function create_refract_view() { //create bitmap bmap_refracttarget = bmap_createblack(refractsize.x,refractsize.y,refractsize.z); rwater_fx.skin2 = bmap_refracttarget; refract_view.bmap = bmap_refracttarget; //size settings refract_view.size_x = bmap_width(refract_view.bmap); refract_view.size_y = bmap_height(refract_view.bmap); //set some flags refract_view.noparticle = on; refract_view.noshader = on; refract_view.visible = on; refract_view.portalclip = on; } ///////////////////////////////////////////////////////////////////////////////////////////////////// function check_defaults() { if(my.reflection_strength == 0) { my.reflection_strength = 80; } if(my.refraction_strength == 0) { my.refraction_strength = 20; } if(my.wavesize == 0) { my.wavesize = 1; } if(my.wavespeed == 0) { my.wavespeed = 1; } } ///////////////////////////////////////////////////////////////////////////////////////////////////// //skill3: wavesize 1 //skill4: wavespeed 1 action water_mirorred() { check_defaults(); my.transparent = on; my.alpha = 5; while(my.alpha <= 100) { my.alpha += 5*time_step; } create_reflect_view(); create_refract_view(); my.material = rwater_fx; while(1) { while(my.clipped == 1){wait(1);} proc_late(); rwater_fx.skill3 = float(my.skill3); rwater_fx.skill4 = float(my.skill4); rwater_fx.skill5 = float(camera.clip_near); rwater_fx.skill6 = float(camera.clip_far); //also being under water if(camera.z > my.max_z + my.z){result = 1;}else{result = -1;} //setting clip planes vec_set(reflect_view.pnormal_x,vector(0,0,result)); vec_set(refract_view.pnormal_x,vector(0,0,-result)); vec_set(reflect_view.portal_x,vector(0,0,my.z+my.max_z+ result)); vec_set(refract_view.portal_x,vector(0,0,my.z+my.max_z-1)); //refraction view vec_set(refract_view.x,camera.x); vec_set(refract_view.pan,camera.pan); refract_view.aspect = -screen_size.x/screen_size.y; refract_view.arc = camera.arc; refract_view.clip_near = camera.clip_near*2; refract_view.clip_far = camera.clip_far/2; refract_view.genius = camera.genius; //reflection view reflect_view.fog_start = camera.fog_start; reflect_view.fog_end = camera.fog_end; reflect_view.aspect = screen_size.x/screen_size.y; reflect_view.arc = camera.arc; reflect_view.clip_near = camera.clip_near*2; reflect_view.clip_far = camera.clip_far/2; reflect_view.genius = camera.genius; reflect_view.pan = camera.pan; reflect_view.tilt = -camera.tilt; reflect_view.roll = -camera.roll; vec_set(reflect_view.x,camera.x); reflect_view.z = 2*reflect_view.portal_z - camera.z; wait(1); } }