aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
diff options
context:
space:
mode:
authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
parentAdd info about changes to Irrlicht. (diff)
downloadSledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html')
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html244
1 files changed, 122 insertions, 122 deletions
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
index f3d765f..f81d815 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
@@ -1,122 +1,122 @@
1<html> 1<html>
2<head> 2<head>
3<title>Irrlicht Engine Tutorial</title> 3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head> 5</head>
6 6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> 7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br> 8<br>
9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr> 10 <tr>
11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> 11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
12 <td bgcolor="#666699" width="100%"> 12 <td bgcolor="#666699" width="100%">
13<div align="center"> 13<div align="center">
14 <div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div> 14 <div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div>
15 </div> 15 </div>
16 </td> 16 </td>
17 </tr> 17 </tr>
18 <tr bgcolor="#eeeeff"> 18 <tr bgcolor="#eeeeff">
19 <td height="90" colspan="2"> 19 <td height="90" colspan="2">
20 <div align="left"> 20 <div align="left">
21 <p> This tutorial will briefly show how to use the terrain renderer of 21 <p> This tutorial will briefly show how to use the terrain renderer of
22 Irrlicht. It will also show the terrain renderer triangle selector to 22 Irrlicht. It will also show the terrain renderer triangle selector to
23 be able to do collision detection with terrain.</p> 23 be able to do collision detection with terrain.</p>
24 <p>The program which is described here will look like this:</p> 24 <p>The program which is described here will look like this:</p>
25 <p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p> 25 <p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p>
26 <p align="left"><br> 26 <p align="left"><br>
27 Note that the terrain renderer in Irrlicht is based the terrain renderer 27 Note that the terrain renderer in Irrlicht is based the terrain renderer
28 by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks 28 by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks
29 go to them.</p> 29 go to them.</p>
30 </div> 30 </div>
31 </td> 31 </td>
32 </tr> 32 </tr>
33</table> 33</table>
34<br> 34<br>
35<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 35<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
36 <tr> 36 <tr>
37 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> 37 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
38 </tr> 38 </tr>
39 <tr> 39 <tr>
40 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 40 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
41 <div align="left"> 41 <div align="left">
42 <p> In the beginning there is nothing special. We include the needed 42 <p> In the beginning there is nothing special. We include the needed
43 header files and create an event listener to listen if the user presses 43 header files and create an event listener to listen if the user presses
44 the 'W' key so we can switch to wireframe mode and if he presses 'D' 44 the 'W' key so we can switch to wireframe mode and if he presses 'D'
45 we toggle to material between solid and detail mapped.</p> 45 we toggle to material between solid and detail mapped.</p>
46 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 46 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
47 <tr> 47 <tr>
48 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br><br>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> MyEventReceiver(scene::ISceneNode* terrain)<br> {<br><font color="#006600"> // store pointer to terrain so we can change its drawing mode<br></font> Terrain = terrain;<br> }<br><br> bool OnEvent(const SEvent& event)<br> {<br> <font color="#006600"> // check if user presses the key 'W' or 'D'</font><br> if (event.EventType == irr::EET_KEY_INPUT_EVENT &amp;&amp; !event.KeyInput.PressedDown)<br> {<br> switch (event.KeyInput.Key)<br> {<br> case irr::KEY_KEY_W:<font color="#006600"> // switch wire frame mode</font><br> Terrain-&gt;setMaterialFlag(video::EMF_WIREFRAME, !Terrain-&gt;getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain-&gt;setMaterialType(<br> Terrain-&gt;getMaterial(0).MaterialType == video::EMT_SOLID ? <br> video::EMT_DETAIL_MAP : video::EMT_SOLID);<br> return true;<br> }<br> }<br> return false;<br> }<br><br>private:<br> scene::ISceneNode* Terrain;<br>};<br><br></pre></td> 48 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br><br>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> MyEventReceiver(scene::ISceneNode* terrain)<br> {<br><font color="#006600"> // store pointer to terrain so we can change its drawing mode<br></font> Terrain = terrain;<br> }<br><br> bool OnEvent(const SEvent& event)<br> {<br> <font color="#006600"> // check if user presses the key 'W' or 'D'</font><br> if (event.EventType == irr::EET_KEY_INPUT_EVENT &amp;&amp; !event.KeyInput.PressedDown)<br> {<br> switch (event.KeyInput.Key)<br> {<br> case irr::KEY_KEY_W:<font color="#006600"> // switch wire frame mode</font><br> Terrain-&gt;setMaterialFlag(video::EMF_WIREFRAME, !Terrain-&gt;getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain-&gt;setMaterialType(<br> Terrain-&gt;getMaterial(0).MaterialType == video::EMT_SOLID ? <br> video::EMT_DETAIL_MAP : video::EMT_SOLID);<br> return true;<br> }<br> }<br> return false;<br> }<br><br>private:<br> scene::ISceneNode* Terrain;<br>};<br><br></pre></td>
49 </tr> 49 </tr>
50 </table> 50 </table>
51 <p>The start of the main function starts like in most other example. 51 <p>The start of the main function starts like in most other example.
52 We ask the user for the desired renderer and start it up. </p> 52 We ask the user for the desired renderer and start it up. </p>
53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
54 <tr> 54 <tr>
55 <td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type<br></font><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><font color="#006600"><br> // create device<br></font> IrrlichtDevice* device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td> 55 <td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type<br></font><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><font color="#006600"><br> // create device<br></font> IrrlichtDevice* device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td>
56 </tr> 56 </tr>
57 </table> 57 </table>
58 <p> First, we add standard stuff to the scene: A nice irrlicht engine 58 <p> First, we add standard stuff to the scene: A nice irrlicht engine
59 logo, a small help text, a user controlled camera, and we disable 59 logo, a small help text, a user controlled camera, and we disable
60 the mouse cursor.</p> 60 the mouse cursor.</p>
61 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 61 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
62 <tr> 62 <tr>
63 <td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();<br>scene::ISceneManager* smgr = device-&gt;getSceneManager();<br>gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();<br><br>driver-&gt;setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env-&gt;addImage(driver-&gt;getTexture(&quot;../../media/irrlichtlogoalpha.tga&quot;),<br> core::position2d&lt;s32&gt;(10,10));<br> 63 <td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();<br>scene::ISceneManager* smgr = device-&gt;getSceneManager();<br>gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();<br><br>driver-&gt;setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env-&gt;addImage(driver-&gt;getTexture(&quot;../../media/irrlichtlogoalpha.tga&quot;),<br> core::position2d&lt;s32&gt;(10,10));<br>
64<font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env-&gt;addStaticText(<br> L&quot;Press 'W' to change wireframe mode\nPress 'D' to toggle detail map&quot;,<br> core::rect&lt;s32&gt;(10,453,200,475), true, true, 0, -1, true);<br> 64<font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env-&gt;addStaticText(<br> L&quot;Press 'W' to change wireframe mode\nPress 'D' to toggle detail map&quot;,<br> core::rect&lt;s32&gt;(10,453,200,475), true, true, 0, -1, true);<br>
65<font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera-&gt;setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera-&gt;setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera-&gt;setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device-&gt;getCursorControl()-&gt;setVisible(false);</pre></td> 65<font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera-&gt;setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera-&gt;setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera-&gt;setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device-&gt;getCursorControl()-&gt;setVisible(false);</pre></td>
66 </tr> 66 </tr>
67 </table> 67 </table>
68 <p> Here comes the terrain renderer scene node: We add it just like 68 <p> Here comes the terrain renderer scene node: We add it just like
69 any other scene node to the scene using ISceneManager::addTerrainSceneNode(). 69 any other scene node to the scene using ISceneManager::addTerrainSceneNode().
70 The only parameter we use is a file name to the heightmap we use. 70 The only parameter we use is a file name to the heightmap we use.
71 A heightmap is simply a gray scale texture. The terrain renderer loads 71 A heightmap is simply a gray scale texture. The terrain renderer loads
72 it and creates the 3D terrain from it.<br> 72 it and creates the 3D terrain from it.<br>
73 To make the terrain look more big, we change the scale factor of it 73 To make the terrain look more big, we change the scale factor of it
74 to (40, 4.4, 40). Because we don't have any dynamic lights in the 74 to (40, 4.4, 40). Because we don't have any dynamic lights in the
75 scene, we switch off the lighting, and we set the file terrain-texture.jpg 75 scene, we switch off the lighting, and we set the file terrain-texture.jpg
76 as texture for the terrain and detailmap3.jpg as second texture, called 76 as texture for the terrain and detailmap3.jpg as second texture, called
77 detail map. At last, we set the scale values for the texture: The 77 detail map. At last, we set the scale values for the texture: The
78 first texture will be repeated only one time over the whole terrain, 78 first texture will be repeated only one time over the whole terrain,
79 and the second one (detail map) 20 times. </p> 79 and the second one (detail map) 20 times. </p>
80 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 80 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
81 <tr> 81 <tr>
82 <td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode( <br> &quot;../../media/terrain-heightmap.bmp&quot;);<br><br>terrain-&gt;setScale(core::vector3df(40, 4.4f, 40));<br>terrain-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/terrain-texture.jpg&quot;));<br>terrain-&gt;setMaterialTexture(1, driver-&gt;getTexture(&quot;../../media/detailmap3.jpg&quot;));<br> <br>terrain-&gt;setMaterialType(video::EMT_DETAIL_MAP);<br>terrain-&gt;scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td> 82 <td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode( <br> &quot;../../media/terrain-heightmap.bmp&quot;);<br><br>terrain-&gt;setScale(core::vector3df(40, 4.4f, 40));<br>terrain-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/terrain-texture.jpg&quot;));<br>terrain-&gt;setMaterialTexture(1, driver-&gt;getTexture(&quot;../../media/detailmap3.jpg&quot;));<br> <br>terrain-&gt;setMaterialType(video::EMT_DETAIL_MAP);<br>terrain-&gt;scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td>
83 </tr> 83 </tr>
84 </table> 84 </table>
85 <p> To be able to do collision with the terrain, we create a triangle 85 <p> To be able to do collision with the terrain, we create a triangle
86 selector. If you want to know what triangle selectors do, just take 86 selector. If you want to know what triangle selectors do, just take
87 a look into the collision tutorial. The terrain triangle selector 87 a look into the collision tutorial. The terrain triangle selector
88 works together with the terrain. To demonstrate this, we create a 88 works together with the terrain. To demonstrate this, we create a
89 collision response animator and attach it to the camera, so that the 89 collision response animator and attach it to the camera, so that the
90 camera will not be able to fly through the terrain. </p> 90 camera will not be able to fly through the terrain. </p>
91 </div> 91 </div>
92 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 92 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
93 <tr> 93 <tr>
94 <td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector-&gt;drop();<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td> 94 <td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector-&gt;drop();<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td>
95 </tr> 95 </tr>
96 </table> 96 </table>
97 <p> To make the user be able to switch between normal and wireframe mode, 97 <p> To make the user be able to switch between normal and wireframe mode,
98 we create an instance of the event reciever from above and let Irrlicht 98 we create an instance of the event reciever from above and let Irrlicht
99 know about it. In addition, we add the skybox which we already used 99 know about it. In addition, we add the skybox which we already used
100 in lots of Irrlicht examples.</p> 100 in lots of Irrlicht examples.</p>
101 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 101 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
102 <tr> 102 <tr>
103 <td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device-&gt;setEventReceiver(&amp;receiver);<br><br><font color="#006600">// create skybox<br></font>driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.jpg&quot;));<br> 103 <td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device-&gt;setEventReceiver(&amp;receiver);<br><br><font color="#006600">// create skybox<br></font>driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.jpg&quot;));<br>
104driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td> 104driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td>
105 </tr> 105 </tr>
106 </table> 106 </table>
107 <p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p> 107 <p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p>
108 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 108 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
109 <tr> 109 <tr>
110 <td><pre> int lastFPS = -1;<br><br> while(device-&gt;run())<br> if (device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, 0 );<br><br> smgr-&gt;drawAll();<br> env-&gt;drawAll();<br><br> driver-&gt;endScene(); 110 <td><pre> int lastFPS = -1;<br><br> while(device-&gt;run())<br> if (device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, 0 );<br><br> smgr-&gt;drawAll();<br> env-&gt;drawAll();<br><br> driver-&gt;endScene();
111<br><font color="#006600"> // display frames per second in window title 111<br><font color="#006600"> // display frames per second in window title
112</font> int fps = driver-&gt;getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L&quot;Terrain Renderer - Irrlicht Engine [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device-&gt;drop();<br> <br> return 0;<br>}</pre></td> 112</font> int fps = driver-&gt;getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L&quot;Terrain Renderer - Irrlicht Engine [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device-&gt;drop();<br> <br> return 0;<br>}</pre></td>
113 </tr> 113 </tr>
114 </table> 114 </table>
115 <p>&nbsp; </p> 115 <p>&nbsp; </p>
116 </div> 116 </div>
117 </td> 117 </td>
118 </tr> 118 </tr>
119</table> 119</table>
120<p>&nbsp;</p> 120<p>&nbsp;</p>
121 </body> 121 </body>
122</html> 122</html>