About the object declaration:
private TV as TVEngine
private Scene as TVScene
TV = new TVEngine()
Scene = new TVScene()
This is not all, you'll need to initialize some standard stuff as well. I'll post a code sample of what my defaults are.
TV.Init3DWindowed(form.hWnd, true)
TV.DisplayFPS(true)
TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE)
TV.SetDebugFile(Application.StartupPath + "\\debug.txt")
TV.SetDebugMode(true,true,false,false)
Scene.SetViewFrustum(45, 10000)
Scene.GetCamera().SetCamera(10, 10, 0, 10, 10-0.1f, 10)
that's the absolute minimum you'll need to load some objects from blender, or to create walls and such, you'll need a TVMesh object.
private Mesh as TVMesh
Mesh=Scene.CreateMeshBuilder("name of the mesh")
Mesh.AddWall(0, x, y, x2, y2)
Mesh.LoadX(filename, true, true)
to give a wall a texture, you'll need to open texture first. That means you'll need a texture factory object. To access a texture from the texture factory, you've got 2 options. The TVTextureFactory class returns an integer when you load a texture. You can store that, and use that as the texture for the wall, or you could give the texture a name (see code sample) and use the TVGlobals class to get the integer pointer to the texture.
private TF as TVTextureFactory
private Globals as TVGlobals
TF.LoadTexture(filename, "nameoftexture")
wall.AddWall(Globals.GetTex("nameoftexture"),x1,y1,x2,y2);
after you've done all of this, you'll need to make sure stuff is rendered to your screen. It's quite easy to do so. You can make a function or sub or whatever it is named in VB.NET (never actually programmed in VB.NET). Name it whatever you want, and put the VB.NET similar of this in there:
while(true)
{
TV.Clear();
Scene.RenderAll(true);
TV.RenderToScreen();
Application.DoEvents();
}
Now this won't make your program handy to quit, but i'm sure you can find out how to do that from the examples of this 6.3 SDK.
Good luck, and welcome aboard!
Greetings,
ZaPP