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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
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/12.TerrainRendering')
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp570
-rw-r--r--libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html244
9 files changed, 1592 insertions, 1592 deletions
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile b/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile
index 92b529f..db65195 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/Makefile
@@ -1,38 +1,38 @@
1# Makefile for Irrlicht Examples 1# Makefile for Irrlicht Examples
2# It's usually sufficient to change just the target name and source file list 2# It's usually sufficient to change just the target name and source file list
3# and be sure that CXX is set to a valid compiler 3# and be sure that CXX is set to a valid compiler
4Target = 12.TerrainRendering 4Target = 12.TerrainRendering
5Sources = main.cpp 5Sources = main.cpp
6 6
7# general compiler settings 7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include 8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math 9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall 10#CXXFLAGS = -g -Wall
11 11
12#default target is Linux 12#default target is Linux
13all: all_linux 13all: all_linux
14 14
15ifeq ($(HOSTTYPE), x86_64) 15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64 16LIBSELECT=64
17endif 17endif
18 18
19# target specific settings 19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor 20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux 21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc 23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe 24all_win32 clean_win32: SUF=.exe
25# name of the binary - only valid for targets which set SYSTEM 25# name of the binary - only valid for targets which set SYSTEM
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27 27
28all_linux all_win32: 28all_linux all_win32:
29 $(warning Building...) 29 $(warning Building...)
30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
31 31
32clean: clean_linux clean_win32 32clean: clean_linux clean_win32
33 $(warning Cleaning...) 33 $(warning Cleaning...)
34 34
35clean_linux clean_win32: 35clean_linux clean_win32:
36 @$(RM) $(DESTPATH) 36 @$(RM) $(DESTPATH)
37 37
38.PHONY: all all_win32 clean clean_linux clean_win32 38.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev
index 678e536..d6c7357 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 12 Terrain Rendering 3Name=Irrlicht Example 12 Terrain Rendering
4UnitCount=1 4UnitCount=1
5Type=1 5Type=1
6Ver=1 6Ver=1
7ObjFiles= 7ObjFiles=
8Includes=..\..\include 8Includes=..\..\include
9Libs= 9Libs=
10PrivateResource= 10PrivateResource=
11ResourceIncludes= 11ResourceIncludes=
12MakeIncludes= 12MakeIncludes=
13Compiler= 13Compiler=
14CppCompiler= 14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ 15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1 16IsCpp=1
17Icon= 17Icon=
18ExeOutput=../../bin/Win32-gcc 18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj 19ObjectOutput=obj
20OverrideOutput=1 20OverrideOutput=1
21OverrideOutputName=12.TerrainRendering.exe 21OverrideOutputName=12.TerrainRendering.exe
22HostApplication= 22HostApplication=
23Folders= 23Folders=
24CommandLine= 24CommandLine=
25IncludeVersionInfo=0 25IncludeVersionInfo=0
26SupportXPThemes=0 26SupportXPThemes=0
27CompilerSet=0 27CompilerSet=0
28CompilerSettings=0000000000000000000000 28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0 29UseCustomMakefile=0
30CustomMakefile= 30CustomMakefile=
31 31
32[Unit1] 32[Unit1]
33FileName=main.cpp 33FileName=main.cpp
34CompileCpp=1 34CompileCpp=1
35Folder=Projekt1 35Folder=Projekt1
36Compile=1 36Compile=1
37Link=1 37Link=1
38Priority=1000 38Priority=1000
39OverrideBuildCmd=0 39OverrideBuildCmd=0
40BuildCmd= 40BuildCmd=
41 41
42[VersionInfo] 42[VersionInfo]
43Major=0 43Major=0
44Minor=1 44Minor=1
45Release=1 45Release=1
46Build=1 46Build=1
47LanguageID=1033 47LanguageID=1033
48CharsetID=1252 48CharsetID=1252
49CompanyName= 49CompanyName=
50FileVersion= 50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc 51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName= 52InternalName=
53LegalCopyright= 53LegalCopyright=
54LegalTrademarks= 54LegalTrademarks=
55OriginalFilename= 55OriginalFilename=
56ProductName= 56ProductName=
57ProductVersion= 57ProductVersion=
58AutoIncBuildNr=0 58AutoIncBuildNr=0
59 59
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj
index 2200562..43fba09 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering.vcproj
@@ -1,163 +1,163 @@
1<?xml version="1.0" encoding="Windows-1252"?> 1<?xml version="1.0" encoding="Windows-1252"?>
2<VisualStudioProject 2<VisualStudioProject
3 ProjectType="Visual C++" 3 ProjectType="Visual C++"
4 Version="7.10" 4 Version="7.10"
5 Name="12.TerrainRendering" 5 Name="12.TerrainRendering"
6 ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}" 6 ProjectGUID="{D70CD59D-853A-4343-9DE0-A73B3D48914D}"
7 SccProjectName="" 7 SccProjectName=""
8 SccLocalPath=""> 8 SccLocalPath="">
9 <Platforms> 9 <Platforms>
10 <Platform 10 <Platform
11 Name="Win32"/> 11 Name="Win32"/>
12 </Platforms> 12 </Platforms>
13 <Configurations> 13 <Configurations>
14 <Configuration 14 <Configuration
15 Name="Debug|Win32" 15 Name="Debug|Win32"
16 OutputDirectory=".\Debug" 16 OutputDirectory=".\Debug"
17 IntermediateDirectory=".\Debug" 17 IntermediateDirectory=".\Debug"
18 ConfigurationType="1" 18 ConfigurationType="1"
19 UseOfMFC="0" 19 UseOfMFC="0"
20 ATLMinimizesCRunTimeLibraryUsage="FALSE" 20 ATLMinimizesCRunTimeLibraryUsage="FALSE"
21 CharacterSet="2"> 21 CharacterSet="2">
22 <Tool 22 <Tool
23 Name="VCCLCompilerTool" 23 Name="VCCLCompilerTool"
24 Optimization="0" 24 Optimization="0"
25 AdditionalIncludeDirectories="..\..\include" 25 AdditionalIncludeDirectories="..\..\include"
26 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" 26 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
27 BasicRuntimeChecks="3" 27 BasicRuntimeChecks="3"
28 RuntimeLibrary="5" 28 RuntimeLibrary="5"
29 UsePrecompiledHeader="2" 29 UsePrecompiledHeader="2"
30 PrecompiledHeaderFile=".\Debug/TerrainRendering.pch" 30 PrecompiledHeaderFile=".\Debug/TerrainRendering.pch"
31 AssemblerListingLocation=".\Debug/" 31 AssemblerListingLocation=".\Debug/"
32 ObjectFile=".\Debug/" 32 ObjectFile=".\Debug/"
33 ProgramDataBaseFileName=".\Debug/" 33 ProgramDataBaseFileName=".\Debug/"
34 WarningLevel="3" 34 WarningLevel="3"
35 SuppressStartupBanner="TRUE" 35 SuppressStartupBanner="TRUE"
36 DebugInformationFormat="4" 36 DebugInformationFormat="4"
37 CompileAs="0"/> 37 CompileAs="0"/>
38 <Tool 38 <Tool
39 Name="VCCustomBuildTool"/> 39 Name="VCCustomBuildTool"/>
40 <Tool 40 <Tool
41 Name="VCLinkerTool" 41 Name="VCLinkerTool"
42 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" 42 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
43 LinkIncremental="0" 43 LinkIncremental="0"
44 SuppressStartupBanner="TRUE" 44 SuppressStartupBanner="TRUE"
45 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 45 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
46 GenerateDebugInformation="TRUE" 46 GenerateDebugInformation="TRUE"
47 ProgramDatabaseFile=".\Debug/TerrainRendering.pdb" 47 ProgramDatabaseFile=".\Debug/TerrainRendering.pdb"
48 SubSystem="1" 48 SubSystem="1"
49 TargetMachine="1"/> 49 TargetMachine="1"/>
50 <Tool 50 <Tool
51 Name="VCMIDLTool" 51 Name="VCMIDLTool"
52 TypeLibraryName=".\Debug/TerrainRendering.tlb" 52 TypeLibraryName=".\Debug/TerrainRendering.tlb"
53 HeaderFileName=""/> 53 HeaderFileName=""/>
54 <Tool 54 <Tool
55 Name="VCPostBuildEventTool"/> 55 Name="VCPostBuildEventTool"/>
56 <Tool 56 <Tool
57 Name="VCPreBuildEventTool"/> 57 Name="VCPreBuildEventTool"/>
58 <Tool 58 <Tool
59 Name="VCPreLinkEventTool"/> 59 Name="VCPreLinkEventTool"/>
60 <Tool 60 <Tool
61 Name="VCResourceCompilerTool" 61 Name="VCResourceCompilerTool"
62 PreprocessorDefinitions="_DEBUG" 62 PreprocessorDefinitions="_DEBUG"
63 Culture="3079"/> 63 Culture="3079"/>
64 <Tool 64 <Tool
65 Name="VCWebServiceProxyGeneratorTool"/> 65 Name="VCWebServiceProxyGeneratorTool"/>
66 <Tool 66 <Tool
67 Name="VCXMLDataGeneratorTool"/> 67 Name="VCXMLDataGeneratorTool"/>
68 <Tool 68 <Tool
69 Name="VCWebDeploymentTool"/> 69 Name="VCWebDeploymentTool"/>
70 <Tool 70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/> 71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool 72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration> 74 </Configuration>
75 <Configuration 75 <Configuration
76 Name="Release|Win32" 76 Name="Release|Win32"
77 OutputDirectory=".\Release" 77 OutputDirectory=".\Release"
78 IntermediateDirectory=".\Release" 78 IntermediateDirectory=".\Release"
79 ConfigurationType="1" 79 ConfigurationType="1"
80 UseOfMFC="0" 80 UseOfMFC="0"
81 ATLMinimizesCRunTimeLibraryUsage="FALSE" 81 ATLMinimizesCRunTimeLibraryUsage="FALSE"
82 CharacterSet="2"> 82 CharacterSet="2">
83 <Tool 83 <Tool
84 Name="VCCLCompilerTool" 84 Name="VCCLCompilerTool"
85 Optimization="2" 85 Optimization="2"
86 InlineFunctionExpansion="1" 86 InlineFunctionExpansion="1"
87 AdditionalIncludeDirectories="..\..\include" 87 AdditionalIncludeDirectories="..\..\include"
88 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" 88 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
89 StringPooling="TRUE" 89 StringPooling="TRUE"
90 RuntimeLibrary="4" 90 RuntimeLibrary="4"
91 EnableFunctionLevelLinking="TRUE" 91 EnableFunctionLevelLinking="TRUE"
92 UsePrecompiledHeader="2" 92 UsePrecompiledHeader="2"
93 PrecompiledHeaderFile=".\Release/TerrainRendering.pch" 93 PrecompiledHeaderFile=".\Release/TerrainRendering.pch"
94 AssemblerListingLocation=".\Release/" 94 AssemblerListingLocation=".\Release/"
95 ObjectFile=".\Release/" 95 ObjectFile=".\Release/"
96 ProgramDataBaseFileName=".\Release/" 96 ProgramDataBaseFileName=".\Release/"
97 WarningLevel="3" 97 WarningLevel="3"
98 SuppressStartupBanner="TRUE" 98 SuppressStartupBanner="TRUE"
99 CompileAs="0"/> 99 CompileAs="0"/>
100 <Tool 100 <Tool
101 Name="VCCustomBuildTool"/> 101 Name="VCCustomBuildTool"/>
102 <Tool 102 <Tool
103 Name="VCLinkerTool" 103 Name="VCLinkerTool"
104 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" 104 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
105 LinkIncremental="0" 105 LinkIncremental="0"
106 SuppressStartupBanner="TRUE" 106 SuppressStartupBanner="TRUE"
107 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 107 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
108 ProgramDatabaseFile=".\Release/TerrainRendering.pdb" 108 ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
109 SubSystem="1" 109 SubSystem="1"
110 TargetMachine="1"/> 110 TargetMachine="1"/>
111 <Tool 111 <Tool
112 Name="VCMIDLTool" 112 Name="VCMIDLTool"
113 TypeLibraryName=".\Release/TerrainRendering.tlb" 113 TypeLibraryName=".\Release/TerrainRendering.tlb"
114 HeaderFileName=""/> 114 HeaderFileName=""/>
115 <Tool 115 <Tool
116 Name="VCPostBuildEventTool"/> 116 Name="VCPostBuildEventTool"/>
117 <Tool 117 <Tool
118 Name="VCPreBuildEventTool"/> 118 Name="VCPreBuildEventTool"/>
119 <Tool 119 <Tool
120 Name="VCPreLinkEventTool"/> 120 Name="VCPreLinkEventTool"/>
121 <Tool 121 <Tool
122 Name="VCResourceCompilerTool" 122 Name="VCResourceCompilerTool"
123 PreprocessorDefinitions="NDEBUG" 123 PreprocessorDefinitions="NDEBUG"
124 Culture="3079"/> 124 Culture="3079"/>
125 <Tool 125 <Tool
126 Name="VCWebServiceProxyGeneratorTool"/> 126 Name="VCWebServiceProxyGeneratorTool"/>
127 <Tool 127 <Tool
128 Name="VCXMLDataGeneratorTool"/> 128 Name="VCXMLDataGeneratorTool"/>
129 <Tool 129 <Tool
130 Name="VCWebDeploymentTool"/> 130 Name="VCWebDeploymentTool"/>
131 <Tool 131 <Tool
132 Name="VCManagedWrapperGeneratorTool"/> 132 Name="VCManagedWrapperGeneratorTool"/>
133 <Tool 133 <Tool
134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
135 </Configuration> 135 </Configuration>
136 </Configurations> 136 </Configurations>
137 <References> 137 <References>
138 </References> 138 </References>
139 <Files> 139 <Files>
140 <File 140 <File
141 RelativePath="main.cpp"> 141 RelativePath="main.cpp">
142 <FileConfiguration 142 <FileConfiguration
143 Name="Debug|Win32"> 143 Name="Debug|Win32">
144 <Tool 144 <Tool
145 Name="VCCLCompilerTool" 145 Name="VCCLCompilerTool"
146 Optimization="0" 146 Optimization="0"
147 AdditionalIncludeDirectories="" 147 AdditionalIncludeDirectories=""
148 PreprocessorDefinitions="" 148 PreprocessorDefinitions=""
149 BasicRuntimeChecks="3"/> 149 BasicRuntimeChecks="3"/>
150 </FileConfiguration> 150 </FileConfiguration>
151 <FileConfiguration 151 <FileConfiguration
152 Name="Release|Win32"> 152 Name="Release|Win32">
153 <Tool 153 <Tool
154 Name="VCCLCompilerTool" 154 Name="VCCLCompilerTool"
155 Optimization="2" 155 Optimization="2"
156 AdditionalIncludeDirectories="" 156 AdditionalIncludeDirectories=""
157 PreprocessorDefinitions=""/> 157 PreprocessorDefinitions=""/>
158 </FileConfiguration> 158 </FileConfiguration>
159 </File> 159 </File>
160 </Files> 160 </Files>
161 <Globals> 161 <Globals>
162 </Globals> 162 </Globals>
163</VisualStudioProject> 163</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
index c68f9ff..0b6fe2b 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/TerrainRendering_vc10.vcxproj
@@ -1,231 +1,231 @@
1<?xml version="1.0" encoding="utf-8"?> 1<?xml version="1.0" encoding="utf-8"?>
2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3 <ItemGroup Label="ProjectConfigurations"> 3 <ItemGroup Label="ProjectConfigurations">
4 <ProjectConfiguration Include="Debug|Win32"> 4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration> 5 <Configuration>Debug</Configuration>
6 <Platform>Win32</Platform> 6 <Platform>Win32</Platform>
7 </ProjectConfiguration> 7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64"> 8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration> 9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform> 10 <Platform>x64</Platform>
11 </ProjectConfiguration> 11 </ProjectConfiguration>
12 <ProjectConfiguration Include="Release|Win32"> 12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration> 13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform> 14 <Platform>Win32</Platform>
15 </ProjectConfiguration> 15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64"> 16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration> 17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform> 18 <Platform>x64</Platform>
19 </ProjectConfiguration> 19 </ProjectConfiguration>
20 </ItemGroup> 20 </ItemGroup>
21 <PropertyGroup Label="Globals"> 21 <PropertyGroup Label="Globals">
22 <ProjectName>12.TerrainRendering</ProjectName> 22 <ProjectName>12.TerrainRendering</ProjectName>
23 <ProjectGuid>{3A5B74E5-6390-43B0-A459-2793B81FFD31}</ProjectGuid> 23 <ProjectGuid>{3A5B74E5-6390-43B0-A459-2793B81FFD31}</ProjectGuid>
24 <RootNamespace>TerrainRendering</RootNamespace> 24 <RootNamespace>TerrainRendering</RootNamespace>
25 </PropertyGroup> 25 </PropertyGroup>
26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> 26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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28 <ConfigurationType>Application</ConfigurationType> 28 <ConfigurationType>Application</ConfigurationType>
29 <UseOfMfc>false</UseOfMfc> 29 <UseOfMfc>false</UseOfMfc>
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37 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> 37 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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44 /> 44 />
45 <Tool 45 <Tool
46 Name="VCCLCompilerTool" 46 Name="VCCLCompilerTool"
47 Optimization="0" 47 Optimization="0"
48 AdditionalIncludeDirectories="..\..\include" 48 AdditionalIncludeDirectories="..\..\include"
49 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" 49 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
50 BasicRuntimeChecks="3" 50 BasicRuntimeChecks="3"
51 RuntimeLibrary="1" 51 RuntimeLibrary="1"
52 UsePrecompiledHeader="0" 52 UsePrecompiledHeader="0"
53 PrecompiledHeaderFile=".\Debug/TerrainRendering.pch" 53 PrecompiledHeaderFile=".\Debug/TerrainRendering.pch"
54 AssemblerListingLocation=".\Debug/" 54 AssemblerListingLocation=".\Debug/"
55 ObjectFile=".\Debug/" 55 ObjectFile=".\Debug/"
56 ProgramDataBaseFileName=".\Debug/" 56 ProgramDataBaseFileName=".\Debug/"
57 WarningLevel="3" 57 WarningLevel="3"
58 SuppressStartupBanner="true" 58 SuppressStartupBanner="true"
59 DebugInformationFormat="4" 59 DebugInformationFormat="4"
60 CompileAs="0" 60 CompileAs="0"
61 /> 61 />
62 <Tool 62 <Tool
63 Name="VCManagedResourceCompilerTool" 63 Name="VCManagedResourceCompilerTool"
64 /> 64 />
65 <Tool 65 <Tool
66 Name="VCResourceCompilerTool" 66 Name="VCResourceCompilerTool"
67 PreprocessorDefinitions="_DEBUG" 67 PreprocessorDefinitions="_DEBUG"
68 Culture="3079" 68 Culture="3079"
69 /> 69 />
70 <Tool 70 <Tool
71 Name="VCPreLinkEventTool" 71 Name="VCPreLinkEventTool"
72 /> 72 />
73 <Tool 73 <Tool
74 Name="VCLinkerTool" 74 Name="VCLinkerTool"
75 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" 75 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
76 LinkIncremental="0" 76 LinkIncremental="0"
77 SuppressStartupBanner="true" 77 SuppressStartupBanner="true"
78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
79 GenerateDebugInformation="true" 79 GenerateDebugInformation="true"
80 ProgramDatabaseFile=".\Debug/TerrainRendering.pdb" 80 ProgramDatabaseFile=".\Debug/TerrainRendering.pdb"
81 SubSystem="1" 81 SubSystem="1"
82 RandomizedBaseAddress="1" 82 RandomizedBaseAddress="1"
83 DataExecutionPrevention="0" 83 DataExecutionPrevention="0"
84 TargetMachine="1" 84 TargetMachine="1"
85 /> 85 />
86 <Tool 86 <Tool
87 Name="VCALinkTool" 87 Name="VCALinkTool"
88 /> 88 />
89 <Tool 89 <Tool
90 Name="VCManifestTool" 90 Name="VCManifestTool"
91 /> 91 />
92 <Tool 92 <Tool
93 Name="VCXDCMakeTool" 93 Name="VCXDCMakeTool"
94 /> 94 />
95 <Tool 95 <Tool
96 Name="VCBscMakeTool" 96 Name="VCBscMakeTool"
97 /> 97 />
98 <Tool 98 <Tool
99 Name="VCFxCopTool" 99 Name="VCFxCopTool"
100 /> 100 />
101 <Tool 101 <Tool
102 Name="VCAppVerifierTool" 102 Name="VCAppVerifierTool"
103 /> 103 />
104 <Tool 104 <Tool
105 Name="VCPostBuildEventTool" 105 Name="VCPostBuildEventTool"
106 /> 106 />
107 </Configuration> 107 </Configuration>
108 <Configuration 108 <Configuration
109 Name="Release|Win32" 109 Name="Release|Win32"
110 OutputDirectory=".\Release" 110 OutputDirectory=".\Release"
111 IntermediateDirectory=".\Release" 111 IntermediateDirectory=".\Release"
112 ConfigurationType="1" 112 ConfigurationType="1"
113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" 113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
114 UseOfMFC="0" 114 UseOfMFC="0"
115 ATLMinimizesCRunTimeLibraryUsage="false" 115 ATLMinimizesCRunTimeLibraryUsage="false"
116 CharacterSet="2" 116 CharacterSet="2"
117 > 117 >
118 <Tool 118 <Tool
119 Name="VCPreBuildEventTool" 119 Name="VCPreBuildEventTool"
120 /> 120 />
121 <Tool 121 <Tool
122 Name="VCCustomBuildTool" 122 Name="VCCustomBuildTool"
123 /> 123 />
124 <Tool 124 <Tool
125 Name="VCXMLDataGeneratorTool" 125 Name="VCXMLDataGeneratorTool"
126 /> 126 />
127 <Tool 127 <Tool
128 Name="VCWebServiceProxyGeneratorTool" 128 Name="VCWebServiceProxyGeneratorTool"
129 /> 129 />
130 <Tool 130 <Tool
131 Name="VCMIDLTool" 131 Name="VCMIDLTool"
132 TypeLibraryName=".\Release/TerrainRendering.tlb" 132 TypeLibraryName=".\Release/TerrainRendering.tlb"
133 HeaderFileName="" 133 HeaderFileName=""
134 /> 134 />
135 <Tool 135 <Tool
136 Name="VCCLCompilerTool" 136 Name="VCCLCompilerTool"
137 Optimization="2" 137 Optimization="2"
138 InlineFunctionExpansion="1" 138 InlineFunctionExpansion="1"
139 AdditionalIncludeDirectories="..\..\include" 139 AdditionalIncludeDirectories="..\..\include"
140 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" 140 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
141 StringPooling="true" 141 StringPooling="true"
142 RuntimeLibrary="0" 142 RuntimeLibrary="0"
143 EnableFunctionLevelLinking="true" 143 EnableFunctionLevelLinking="true"
144 UsePrecompiledHeader="0" 144 UsePrecompiledHeader="0"
145 PrecompiledHeaderFile=".\Release/TerrainRendering.pch" 145 PrecompiledHeaderFile=".\Release/TerrainRendering.pch"
146 AssemblerListingLocation=".\Release/" 146 AssemblerListingLocation=".\Release/"
147 ObjectFile=".\Release/" 147 ObjectFile=".\Release/"
148 ProgramDataBaseFileName=".\Release/" 148 ProgramDataBaseFileName=".\Release/"
149 WarningLevel="3" 149 WarningLevel="3"
150 SuppressStartupBanner="true" 150 SuppressStartupBanner="true"
151 CompileAs="0" 151 CompileAs="0"
152 /> 152 />
153 <Tool 153 <Tool
154 Name="VCManagedResourceCompilerTool" 154 Name="VCManagedResourceCompilerTool"
155 /> 155 />
156 <Tool 156 <Tool
157 Name="VCResourceCompilerTool" 157 Name="VCResourceCompilerTool"
158 PreprocessorDefinitions="NDEBUG" 158 PreprocessorDefinitions="NDEBUG"
159 Culture="3079" 159 Culture="3079"
160 /> 160 />
161 <Tool 161 <Tool
162 Name="VCPreLinkEventTool" 162 Name="VCPreLinkEventTool"
163 /> 163 />
164 <Tool 164 <Tool
165 Name="VCLinkerTool" 165 Name="VCLinkerTool"
166 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
167 LinkIncremental="0" 167 LinkIncremental="0"
168 SuppressStartupBanner="true" 168 SuppressStartupBanner="true"
169 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 169 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
170 ProgramDatabaseFile=".\Release/TerrainRendering.pdb" 170 ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
171 SubSystem="1" 171 SubSystem="1"
172 RandomizedBaseAddress="1" 172 RandomizedBaseAddress="1"
173 DataExecutionPrevention="0" 173 DataExecutionPrevention="0"
174 TargetMachine="1" 174 TargetMachine="1"
175 /> 175 />
176 <Tool 176 <Tool
177 Name="VCALinkTool" 177 Name="VCALinkTool"
178 /> 178 />
179 <Tool 179 <Tool
180 Name="VCManifestTool" 180 Name="VCManifestTool"
181 /> 181 />
182 <Tool 182 <Tool
183 Name="VCXDCMakeTool" 183 Name="VCXDCMakeTool"
184 /> 184 />
185 <Tool 185 <Tool
186 Name="VCBscMakeTool" 186 Name="VCBscMakeTool"
187 /> 187 />
188 <Tool 188 <Tool
189 Name="VCFxCopTool" 189 Name="VCFxCopTool"
190 /> 190 />
191 <Tool 191 <Tool
192 Name="VCAppVerifierTool" 192 Name="VCAppVerifierTool"
193 /> 193 />
194 <Tool 194 <Tool
195 Name="VCPostBuildEventTool" 195 Name="VCPostBuildEventTool"
196 /> 196 />
197 </Configuration> 197 </Configuration>
198 </Configurations> 198 </Configurations>
199 <References> 199 <References>
200 </References> 200 </References>
201 <Files> 201 <Files>
202 <File 202 <File
203 RelativePath="main.cpp" 203 RelativePath="main.cpp"
204 > 204 >
205 <FileConfiguration 205 <FileConfiguration
206 Name="Debug|Win32" 206 Name="Debug|Win32"
207 > 207 >
208 <Tool 208 <Tool
209 Name="VCCLCompilerTool" 209 Name="VCCLCompilerTool"
210 Optimization="0" 210 Optimization="0"
211 AdditionalIncludeDirectories="" 211 AdditionalIncludeDirectories=""
212 PreprocessorDefinitions="" 212 PreprocessorDefinitions=""
213 BasicRuntimeChecks="3" 213 BasicRuntimeChecks="3"
214 /> 214 />
215 </FileConfiguration> 215 </FileConfiguration>
216 <FileConfiguration 216 <FileConfiguration
217 Name="Release|Win32" 217 Name="Release|Win32"
218 > 218 >
219 <Tool 219 <Tool
220 Name="VCCLCompilerTool" 220 Name="VCCLCompilerTool"
221 Optimization="2" 221 Optimization="2"
222 AdditionalIncludeDirectories="" 222 AdditionalIncludeDirectories=""
223 PreprocessorDefinitions="" 223 PreprocessorDefinitions=""
224 /> 224 />
225 </FileConfiguration> 225 </FileConfiguration>
226 </File> 226 </File>
227 </Files> 227 </Files>
228 <Globals> 228 <Globals>
229 </Globals> 229 </Globals>
230</VisualStudioProject> 230</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp b/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp
index d829244..6603e12 100644
--- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp
+++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/main.cpp
@@ -1,285 +1,285 @@
1/** Example 012 Terrain Rendering 1/** Example 012 Terrain Rendering
2 2
3This tutorial will briefly show how to use the terrain renderer of Irrlicht. It 3This tutorial will briefly show how to use the terrain renderer of Irrlicht. It
4will also show the terrain renderer triangle selector to be able to do 4will also show the terrain renderer triangle selector to be able to do
5collision detection with terrain. 5collision detection with terrain.
6 6
7Note that the Terrain Renderer in Irrlicht is based on Spintz' 7Note that the Terrain Renderer in Irrlicht is based on Spintz'
8GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant 8GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant
9simple solution for building larger area on small heightmaps -> terrain 9simple solution for building larger area on small heightmaps -> terrain
10smoothing. 10smoothing.
11 11
12In the beginning there is nothing special. We include the needed header files 12In the beginning there is nothing special. We include the needed header files
13and create an event listener to listen if the user presses a key: The 'W' key 13and create an event listener to listen if the user presses a key: The 'W' key
14switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key 14switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key
15toggles between solid and detail mapped material. 15toggles between solid and detail mapped material.
16*/ 16*/
17#include <irrlicht.h> 17#include <irrlicht.h>
18#include "driverChoice.h" 18#include "driverChoice.h"
19 19
20using namespace irr; 20using namespace irr;
21 21
22#ifdef _MSC_VER 22#ifdef _MSC_VER
23#pragma comment(lib, "Irrlicht.lib") 23#pragma comment(lib, "Irrlicht.lib")
24#endif 24#endif
25 25
26 26
27class MyEventReceiver : public IEventReceiver 27class MyEventReceiver : public IEventReceiver
28{ 28{
29public: 29public:
30 30
31 MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) : 31 MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
32 Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false) 32 Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
33 { 33 {
34 Skybox->setVisible(showBox); 34 Skybox->setVisible(showBox);
35 Skydome->setVisible(!showBox); 35 Skydome->setVisible(!showBox);
36 } 36 }
37 37
38 bool OnEvent(const SEvent& event) 38 bool OnEvent(const SEvent& event)
39 { 39 {
40 // check if user presses the key 'W' or 'D' 40 // check if user presses the key 'W' or 'D'
41 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) 41 if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
42 { 42 {
43 switch (event.KeyInput.Key) 43 switch (event.KeyInput.Key)
44 { 44 {
45 case irr::KEY_KEY_W: // switch wire frame mode 45 case irr::KEY_KEY_W: // switch wire frame mode
46 Terrain->setMaterialFlag(video::EMF_WIREFRAME, 46 Terrain->setMaterialFlag(video::EMF_WIREFRAME,
47 !Terrain->getMaterial(0).Wireframe); 47 !Terrain->getMaterial(0).Wireframe);
48 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); 48 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
49 return true; 49 return true;
50 case irr::KEY_KEY_P: // switch wire frame mode 50 case irr::KEY_KEY_P: // switch wire frame mode
51 Terrain->setMaterialFlag(video::EMF_POINTCLOUD, 51 Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
52 !Terrain->getMaterial(0).PointCloud); 52 !Terrain->getMaterial(0).PointCloud);
53 Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); 53 Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
54 return true; 54 return true;
55 case irr::KEY_KEY_D: // toggle detail map 55 case irr::KEY_KEY_D: // toggle detail map
56 Terrain->setMaterialType( 56 Terrain->setMaterialType(
57 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? 57 Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
58 video::EMT_DETAIL_MAP : video::EMT_SOLID); 58 video::EMT_DETAIL_MAP : video::EMT_SOLID);
59 return true; 59 return true;
60 case irr::KEY_KEY_S: // toggle skies 60 case irr::KEY_KEY_S: // toggle skies
61 showBox=!showBox; 61 showBox=!showBox;
62 Skybox->setVisible(showBox); 62 Skybox->setVisible(showBox);
63 Skydome->setVisible(!showBox); 63 Skydome->setVisible(!showBox);
64 return true; 64 return true;
65 case irr::KEY_KEY_X: // toggle debug information 65 case irr::KEY_KEY_X: // toggle debug information
66 showDebug=!showDebug; 66 showDebug=!showDebug;
67 Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF); 67 Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
68 return true; 68 return true;
69 default: 69 default:
70 break; 70 break;
71 } 71 }
72 } 72 }
73 73
74 return false; 74 return false;
75 } 75 }
76 76
77private: 77private:
78 scene::ISceneNode* Terrain; 78 scene::ISceneNode* Terrain;
79 scene::ISceneNode* Skybox; 79 scene::ISceneNode* Skybox;
80 scene::ISceneNode* Skydome; 80 scene::ISceneNode* Skydome;
81 bool showBox; 81 bool showBox;
82 bool showDebug; 82 bool showDebug;
83}; 83};
84 84
85 85
86/* 86/*
87The start of the main function starts like in most other example. We ask the 87The start of the main function starts like in most other example. We ask the
88user for the desired renderer and start it up. This time with the advanced 88user for the desired renderer and start it up. This time with the advanced
89parameter handling. 89parameter handling.
90*/ 90*/
91int main() 91int main()
92{ 92{
93 // ask user for driver 93 // ask user for driver
94 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 94 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
95 if (driverType==video::EDT_COUNT) 95 if (driverType==video::EDT_COUNT)
96 return 1; 96 return 1;
97 97
98 // create device with full flexibility over creation parameters 98 // create device with full flexibility over creation parameters
99 // you can add more parameters if desired, check irr::SIrrlichtCreationParameters 99 // you can add more parameters if desired, check irr::SIrrlichtCreationParameters
100 irr::SIrrlichtCreationParameters params; 100 irr::SIrrlichtCreationParameters params;
101 params.DriverType=driverType; 101 params.DriverType=driverType;
102 params.WindowSize=core::dimension2d<u32>(640, 480); 102 params.WindowSize=core::dimension2d<u32>(640, 480);
103 IrrlichtDevice* device = createDeviceEx(params); 103 IrrlichtDevice* device = createDeviceEx(params);
104 104
105 if (device == 0) 105 if (device == 0)
106 return 1; // could not create selected driver. 106 return 1; // could not create selected driver.
107 107
108 108
109 /* 109 /*
110 First, we add standard stuff to the scene: A nice irrlicht engine 110 First, we add standard stuff to the scene: A nice irrlicht engine
111 logo, a small help text, a user controlled camera, and we disable 111 logo, a small help text, a user controlled camera, and we disable
112 the mouse cursor. 112 the mouse cursor.
113 */ 113 */
114 114
115 video::IVideoDriver* driver = device->getVideoDriver(); 115 video::IVideoDriver* driver = device->getVideoDriver();
116 scene::ISceneManager* smgr = device->getSceneManager(); 116 scene::ISceneManager* smgr = device->getSceneManager();
117 gui::IGUIEnvironment* env = device->getGUIEnvironment(); 117 gui::IGUIEnvironment* env = device->getGUIEnvironment();
118 118
119 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); 119 driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
120 120
121 // add irrlicht logo 121 // add irrlicht logo
122 env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"), 122 env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
123 core::position2d<s32>(10,10)); 123 core::position2d<s32>(10,10));
124 124
125 //set other font 125 //set other font
126 env->getSkin()->setFont(env->getFont("../../media/fontlucida.png")); 126 env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
127 127
128 // add some help text 128 // add some help text
129 env->addStaticText( 129 env->addStaticText(
130 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome", 130 L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
131 core::rect<s32>(10,421,250,475), true, true, 0, -1, true); 131 core::rect<s32>(10,421,250,475), true, true, 0, -1, true);
132 132
133 // add camera 133 // add camera
134 scene::ICameraSceneNode* camera = 134 scene::ICameraSceneNode* camera =
135 smgr->addCameraSceneNodeFPS(0,100.0f,1.2f); 135 smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
136 136
137 camera->setPosition(core::vector3df(2700*2,255*2,2600*2)); 137 camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
138 camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); 138 camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
139 camera->setFarValue(42000.0f); 139 camera->setFarValue(42000.0f);
140 140
141 // disable mouse cursor 141 // disable mouse cursor
142 device->getCursorControl()->setVisible(false); 142 device->getCursorControl()->setVisible(false);
143 143
144 /* 144 /*
145 Here comes the terrain renderer scene node: We add it just like any 145 Here comes the terrain renderer scene node: We add it just like any
146 other scene node to the scene using 146 other scene node to the scene using
147 ISceneManager::addTerrainSceneNode(). The only parameter we use is a 147 ISceneManager::addTerrainSceneNode(). The only parameter we use is a
148 file name to the heightmap we use. A heightmap is simply a gray scale 148 file name to the heightmap we use. A heightmap is simply a gray scale
149 texture. The terrain renderer loads it and creates the 3D terrain from 149 texture. The terrain renderer loads it and creates the 3D terrain from
150 it. 150 it.
151 151
152 To make the terrain look more big, we change the scale factor of 152 To make the terrain look more big, we change the scale factor of
153 it to (40, 4.4, 40). Because we don't have any dynamic lights in the 153 it to (40, 4.4, 40). Because we don't have any dynamic lights in the
154 scene, we switch off the lighting, and we set the file 154 scene, we switch off the lighting, and we set the file
155 terrain-texture.jpg as texture for the terrain and detailmap3.jpg as 155 terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
156 second texture, called detail map. At last, we set the scale values for 156 second texture, called detail map. At last, we set the scale values for
157 the texture: The first texture will be repeated only one time over the 157 the texture: The first texture will be repeated only one time over the
158 whole terrain, and the second one (detail map) 20 times. 158 whole terrain, and the second one (detail map) 20 times.
159 */ 159 */
160 160
161 // add terrain scene node 161 // add terrain scene node
162 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( 162 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
163 "../../media/terrain-heightmap.bmp", 163 "../../media/terrain-heightmap.bmp",
164 0, // parent node 164 0, // parent node
165 -1, // node id 165 -1, // node id
166 core::vector3df(0.f, 0.f, 0.f), // position 166 core::vector3df(0.f, 0.f, 0.f), // position
167 core::vector3df(0.f, 0.f, 0.f), // rotation 167 core::vector3df(0.f, 0.f, 0.f), // rotation
168 core::vector3df(40.f, 4.4f, 40.f), // scale 168 core::vector3df(40.f, 4.4f, 40.f), // scale
169 video::SColor ( 255, 255, 255, 255 ), // vertexColor 169 video::SColor ( 255, 255, 255, 255 ), // vertexColor
170 5, // maxLOD 170 5, // maxLOD
171 scene::ETPS_17, // patchSize 171 scene::ETPS_17, // patchSize
172 4 // smoothFactor 172 4 // smoothFactor
173 ); 173 );
174 174
175 terrain->setMaterialFlag(video::EMF_LIGHTING, false); 175 terrain->setMaterialFlag(video::EMF_LIGHTING, false);
176 176
177 terrain->setMaterialTexture(0, 177 terrain->setMaterialTexture(0,
178 driver->getTexture("../../media/terrain-texture.jpg")); 178 driver->getTexture("../../media/terrain-texture.jpg"));
179 terrain->setMaterialTexture(1, 179 terrain->setMaterialTexture(1,
180 driver->getTexture("../../media/detailmap3.jpg")); 180 driver->getTexture("../../media/detailmap3.jpg"));
181 181
182 terrain->setMaterialType(video::EMT_DETAIL_MAP); 182 terrain->setMaterialType(video::EMT_DETAIL_MAP);
183 183
184 terrain->scaleTexture(1.0f, 20.0f); 184 terrain->scaleTexture(1.0f, 20.0f);
185 185
186 /* 186 /*
187 To be able to do collision with the terrain, we create a triangle selector. 187 To be able to do collision with the terrain, we create a triangle selector.
188 If you want to know what triangle selectors do, just take a look into the 188 If you want to know what triangle selectors do, just take a look into the
189 collision tutorial. The terrain triangle selector works together with the 189 collision tutorial. The terrain triangle selector works together with the
190 terrain. To demonstrate this, we create a collision response animator 190 terrain. To demonstrate this, we create a collision response animator
191 and attach it to the camera, so that the camera will not be able to fly 191 and attach it to the camera, so that the camera will not be able to fly
192 through the terrain. 192 through the terrain.
193 */ 193 */
194 194
195 // create triangle selector for the terrain 195 // create triangle selector for the terrain
196 scene::ITriangleSelector* selector 196 scene::ITriangleSelector* selector
197 = smgr->createTerrainTriangleSelector(terrain, 0); 197 = smgr->createTerrainTriangleSelector(terrain, 0);
198 terrain->setTriangleSelector(selector); 198 terrain->setTriangleSelector(selector);
199 199
200 // create collision response animator and attach it to the camera 200 // create collision response animator and attach it to the camera
201 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( 201 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
202 selector, camera, core::vector3df(60,100,60), 202 selector, camera, core::vector3df(60,100,60),
203 core::vector3df(0,0,0), 203 core::vector3df(0,0,0),
204 core::vector3df(0,50,0)); 204 core::vector3df(0,50,0));
205 selector->drop(); 205 selector->drop();
206 camera->addAnimator(anim); 206 camera->addAnimator(anim);
207 anim->drop(); 207 anim->drop();
208 208
209 /* If you need access to the terrain data you can also do this directly via the following code fragment. 209 /* If you need access to the terrain data you can also do this directly via the following code fragment.
210 */ 210 */
211 scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT); 211 scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
212 terrain->getMeshBufferForLOD(*buffer, 0); 212 terrain->getMeshBufferForLOD(*buffer, 0);
213 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData(); 213 video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
214 // Work on data or get the IndexBuffer with a similar call. 214 // Work on data or get the IndexBuffer with a similar call.
215 buffer->drop(); // When done drop the buffer again. 215 buffer->drop(); // When done drop the buffer again.
216 216
217 /* 217 /*
218 To make the user be able to switch between normal and wireframe mode, 218 To make the user be able to switch between normal and wireframe mode,
219 we create an instance of the event receiver from above and let Irrlicht 219 we create an instance of the event receiver from above and let Irrlicht
220 know about it. In addition, we add the skybox which we already used in 220 know about it. In addition, we add the skybox which we already used in
221 lots of Irrlicht examples and a skydome, which is shown mutually 221 lots of Irrlicht examples and a skydome, which is shown mutually
222 exclusive with the skybox by pressing 'S'. 222 exclusive with the skybox by pressing 'S'.
223 */ 223 */
224 224
225 // create skybox and skydome 225 // create skybox and skydome
226 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); 226 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
227 227
228 scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode( 228 scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
229 driver->getTexture("../../media/irrlicht2_up.jpg"), 229 driver->getTexture("../../media/irrlicht2_up.jpg"),
230 driver->getTexture("../../media/irrlicht2_dn.jpg"), 230 driver->getTexture("../../media/irrlicht2_dn.jpg"),
231 driver->getTexture("../../media/irrlicht2_lf.jpg"), 231 driver->getTexture("../../media/irrlicht2_lf.jpg"),
232 driver->getTexture("../../media/irrlicht2_rt.jpg"), 232 driver->getTexture("../../media/irrlicht2_rt.jpg"),
233 driver->getTexture("../../media/irrlicht2_ft.jpg"), 233 driver->getTexture("../../media/irrlicht2_ft.jpg"),
234 driver->getTexture("../../media/irrlicht2_bk.jpg")); 234 driver->getTexture("../../media/irrlicht2_bk.jpg"));
235 scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f); 235 scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
236 236
237 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); 237 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
238 238
239 // create event receiver 239 // create event receiver
240 MyEventReceiver receiver(terrain, skybox, skydome); 240 MyEventReceiver receiver(terrain, skybox, skydome);
241 device->setEventReceiver(&receiver); 241 device->setEventReceiver(&receiver);
242 242
243 /* 243 /*
244 That's it, draw everything. 244 That's it, draw everything.
245 */ 245 */
246 246
247 int lastFPS = -1; 247 int lastFPS = -1;
248 248
249 while(device->run()) 249 while(device->run())
250 if (device->isWindowActive()) 250 if (device->isWindowActive())
251 { 251 {
252 driver->beginScene(true, true, 0 ); 252 driver->beginScene(true, true, 0 );
253 253
254 smgr->drawAll(); 254 smgr->drawAll();
255 env->drawAll(); 255 env->drawAll();
256 256
257 driver->endScene(); 257 driver->endScene();
258 258
259 // display frames per second in window title 259 // display frames per second in window title
260 int fps = driver->getFPS(); 260 int fps = driver->getFPS();
261 if (lastFPS != fps) 261 if (lastFPS != fps)
262 { 262 {
263 core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; 263 core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
264 str += driver->getName(); 264 str += driver->getName();
265 str += "] FPS:"; 265 str += "] FPS:";
266 str += fps; 266 str += fps;
267 // Also print terrain height of current camera position 267 // Also print terrain height of current camera position
268 // We can use camera position because terrain is located at coordinate origin 268 // We can use camera position because terrain is located at coordinate origin
269 str += " Height: "; 269 str += " Height: ";
270 str += terrain->getHeight(camera->getAbsolutePosition().X, 270 str += terrain->getHeight(camera->getAbsolutePosition().X,
271 camera->getAbsolutePosition().Z); 271 camera->getAbsolutePosition().Z);
272 272
273 device->setWindowCaption(str.c_str()); 273 device->setWindowCaption(str.c_str());
274 lastFPS = fps; 274 lastFPS = fps;
275 } 275 }
276 } 276 }
277 277
278 device->drop(); 278 device->drop();
279 279
280 return 0; 280 return 0;
281} 281}
282 282
283/* 283/*
284Now you know how to use terrain in Irrlicht. 284Now you know how to use terrain in Irrlicht.
285**/ 285**/
diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html
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@@ -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>