'Almost all of this code comes from Petr's Music Visualizer.
ShiftIt = 89
Dest Texture
Line (diY
+ 20, diY
+ 20)-(235 - diY
, 235 - diY
), RGB32
(0, diY
, 0), B
Dest 0
DW = 800
DH = 600
HT = CopyImage(Texture, 33)
If Texture
<> 0 Then FreeImage Texture
Swap M3D
(rows
, ShiftIt
), M3D
(rows
, ShiftIt
+ 1) Swap M2D
(rows
, ShiftIt
), M2D
(rows
, ShiftIt
+ 1) ShiftIt = ShiftIt - 1
Depth = 0
Depth = Depth + 1000
ra = ra + 1
ra = 0
HX = -45 + X
HX2 = HX + 1
HZ = -89 + Z
HZ2 = HZ + 1
HY1 = -3 + M3D(X, Z): HY2 = -3 + M3D(X + 1, Z): HY3 = -3 + M3D(X, Z + 1): HY4 = -3 + M3D(X + 1, Z + 1)
HY11 = 3 - M2D(X, Z): HY12 = 3 - M2D(X + 1, Z): HY13 = 3 - M2D(X, Z + 1): HY14 = 3 - M2D(X + 1, Z + 1)
'Ground
MapTriangle
(0, 0)-(255, 0)-(0, 255), HT
To(HX
, HY1
, HZ
)-(HX2
, HY2
, HZ
)-(HX
, HY3
, HZ2
), 0, Smooth MapTriangle
(255, 0)-(0, 255)-(255, 255), HT
To(HX2
, HY2
, HZ
)-(HX
, HY3
, HZ2
)-(HX2
, HY4
, HZ2
), 0, Smooth 'Ceiling
'MapTriangle (0, 0)-(255, 0)-(0, 255), HT To(HX, HY11, HZ)-(HX2, HY12, HZ)-(HX, HY13, HZ2), 0, Smooth
'MapTriangle (255, 0)-(0, 255)-(255, 255), HT To(HX2, HY12, HZ)-(HX, HY13, HZ2)-(HX2, HY14, HZ2), 0, Smooth
'Sky
Display
Limit 20