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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/15.LoadIrrFile
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/15.LoadIrrFile')
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj324
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp346
-rw-r--r--libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html258
9 files changed, 1486 insertions, 1486 deletions
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev
index b43fe68..1985566 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev
@@ -1,59 +1,59 @@
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diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj
index fef4626..f97082d 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj
@@ -1,162 +1,162 @@
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diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj
index ffc91ed..fc87e34 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj
@@ -1,231 +1,231 @@
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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/LoadIrrFile.tlb" 132 TypeLibraryName=".\Release/LoadIrrFile.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/LoadIrrFile.pch" 145 PrecompiledHeaderFile=".\Release/LoadIrrFile.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\15.LoadIrrFile.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\15.LoadIrrFile.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/LoadIrrFile.pdb" 170 ProgramDatabaseFile=".\Release/LoadIrrFile.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/15.LoadIrrFile/Makefile b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile
index f00e494..0624c8b 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/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 = 15.LoadIrrFile 4Target = 15.LoadIrrFile
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/15.LoadIrrFile/main.cpp b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp
index 42327cd..4abffb3 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp
@@ -1,173 +1,173 @@
1/** Example 015 Loading Scenes from .irr Files 1/** Example 015 Loading Scenes from .irr Files
2 2
3Since version 1.1, Irrlicht is able to save and load 3Since version 1.1, Irrlicht is able to save and load
4the full scene graph into an .irr file, an xml based 4the full scene graph into an .irr file, an xml based
5format. There is an editor available to edit 5format. There is an editor available to edit
6those files, named irrEdit (http://www.ambiera.com/irredit) 6those files, named irrEdit (http://www.ambiera.com/irredit)
7which can also be used as world and particle editor. 7which can also be used as world and particle editor.
8This tutorial shows how to use .irr files. 8This tutorial shows how to use .irr files.
9 9
10Lets start: Create an Irrlicht device and setup the window. 10Lets start: Create an Irrlicht device and setup the window.
11*/ 11*/
12 12
13#include <irrlicht.h> 13#include <irrlicht.h>
14#include "driverChoice.h" 14#include "driverChoice.h"
15 15
16using namespace irr; 16using namespace irr;
17 17
18#ifdef _MSC_VER 18#ifdef _MSC_VER
19#pragma comment(lib, "Irrlicht.lib") 19#pragma comment(lib, "Irrlicht.lib")
20#endif 20#endif
21 21
22int main(int argc, char** argv) 22int main(int argc, char** argv)
23{ 23{
24 // ask user for driver 24 // ask user for driver
25 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 25 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
26 if (driverType==video::EDT_COUNT) 26 if (driverType==video::EDT_COUNT)
27 return 1; 27 return 1;
28 28
29 // create device and exit if creation failed 29 // create device and exit if creation failed
30 30
31 IrrlichtDevice* device = 31 IrrlichtDevice* device =
32 createDevice(driverType, core::dimension2d<u32>(640, 480)); 32 createDevice(driverType, core::dimension2d<u32>(640, 480));
33 33
34 if (device == 0) 34 if (device == 0)
35 return 1; // could not create selected driver. 35 return 1; // could not create selected driver.
36 36
37 device->setWindowCaption(L"Load .irr file example"); 37 device->setWindowCaption(L"Load .irr file example");
38 38
39 video::IVideoDriver* driver = device->getVideoDriver(); 39 video::IVideoDriver* driver = device->getVideoDriver();
40 scene::ISceneManager* smgr = device->getSceneManager(); 40 scene::ISceneManager* smgr = device->getSceneManager();
41 41
42 /* 42 /*
43 Now load our .irr file. 43 Now load our .irr file.
44 .irr files can store the whole scene graph including animators, 44 .irr files can store the whole scene graph including animators,
45 materials and particle systems. And there is also the possibility to 45 materials and particle systems. And there is also the possibility to
46 store arbitrary user data for every scene node in that file. To keep 46 store arbitrary user data for every scene node in that file. To keep
47 this example simple, we are simply loading the scene here. See the 47 this example simple, we are simply loading the scene here. See the
48 documentation at ISceneManager::loadScene and ISceneManager::saveScene 48 documentation at ISceneManager::loadScene and ISceneManager::saveScene
49 for more information. So to load and display a complicated huge scene, 49 for more information. So to load and display a complicated huge scene,
50 we only need a single call to loadScene(). 50 we only need a single call to loadScene().
51 */ 51 */
52 52
53 // load the scene 53 // load the scene
54 if (argc>1) 54 if (argc>1)
55 smgr->loadScene(argv[1]); 55 smgr->loadScene(argv[1]);
56 else 56 else
57 smgr->loadScene("../../media/example.irr"); 57 smgr->loadScene("../../media/example.irr");
58 58
59 /* 59 /*
60 Now we'll create a camera, and give it a collision response animator 60 Now we'll create a camera, and give it a collision response animator
61 that's built from the mesh nodes in the scene we just loaded. 61 that's built from the mesh nodes in the scene we just loaded.
62 */ 62 */
63 scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f); 63 scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f);
64 64
65 // Create a meta triangle selector to hold several triangle selectors. 65 // Create a meta triangle selector to hold several triangle selectors.
66 scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); 66 scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
67 67
68 /* 68 /*
69 Now we will find all the nodes in the scene and create triangle 69 Now we will find all the nodes in the scene and create triangle
70 selectors for all suitable nodes. Typically, you would want to make a 70 selectors for all suitable nodes. Typically, you would want to make a
71 more informed decision about which nodes to performs collision checks 71 more informed decision about which nodes to performs collision checks
72 on; you could capture that information in the node name or Id. 72 on; you could capture that information in the node name or Id.
73 */ 73 */
74 core::array<scene::ISceneNode *> nodes; 74 core::array<scene::ISceneNode *> nodes;
75 smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes 75 smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
76 76
77 for (u32 i=0; i < nodes.size(); ++i) 77 for (u32 i=0; i < nodes.size(); ++i)
78 { 78 {
79 scene::ISceneNode * node = nodes[i]; 79 scene::ISceneNode * node = nodes[i];
80 scene::ITriangleSelector * selector = 0; 80 scene::ITriangleSelector * selector = 0;
81 81
82 switch(node->getType()) 82 switch(node->getType())
83 { 83 {
84 case scene::ESNT_CUBE: 84 case scene::ESNT_CUBE:
85 case scene::ESNT_ANIMATED_MESH: 85 case scene::ESNT_ANIMATED_MESH:
86 // Because the selector won't animate with the mesh, 86 // Because the selector won't animate with the mesh,
87 // and is only being used for camera collision, we'll just use an approximate 87 // and is only being used for camera collision, we'll just use an approximate
88 // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0) 88 // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
89 selector = smgr->createTriangleSelectorFromBoundingBox(node); 89 selector = smgr->createTriangleSelectorFromBoundingBox(node);
90 break; 90 break;
91 91
92 case scene::ESNT_MESH: 92 case scene::ESNT_MESH:
93 case scene::ESNT_SPHERE: // Derived from IMeshSceneNode 93 case scene::ESNT_SPHERE: // Derived from IMeshSceneNode
94 selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); 94 selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
95 break; 95 break;
96 96
97 case scene::ESNT_TERRAIN: 97 case scene::ESNT_TERRAIN:
98 selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node); 98 selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
99 break; 99 break;
100 100
101 case scene::ESNT_OCTREE: 101 case scene::ESNT_OCTREE:
102 selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); 102 selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
103 break; 103 break;
104 104
105 default: 105 default:
106 // Don't create a selector for this node type 106 // Don't create a selector for this node type
107 break; 107 break;
108 } 108 }
109 109
110 if(selector) 110 if(selector)
111 { 111 {
112 // Add it to the meta selector, which will take a reference to it 112 // Add it to the meta selector, which will take a reference to it
113 meta->addTriangleSelector(selector); 113 meta->addTriangleSelector(selector);
114 // And drop my reference to it, so that the meta selector owns it. 114 // And drop my reference to it, so that the meta selector owns it.
115 selector->drop(); 115 selector->drop();
116 } 116 }
117 } 117 }
118 118
119 /* 119 /*
120 Now that the mesh scene nodes have had triangle selectors created and added 120 Now that the mesh scene nodes have had triangle selectors created and added
121 to the meta selector, create a collision response animator from that meta selector. 121 to the meta selector, create a collision response animator from that meta selector.
122 */ 122 */
123 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( 123 scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
124 meta, camera, core::vector3df(5,5,5), 124 meta, camera, core::vector3df(5,5,5),
125 core::vector3df(0,0,0)); 125 core::vector3df(0,0,0));
126 meta->drop(); // I'm done with the meta selector now 126 meta->drop(); // I'm done with the meta selector now
127 127
128 camera->addAnimator(anim); 128 camera->addAnimator(anim);
129 anim->drop(); // I'm done with the animator now 129 anim->drop(); // I'm done with the animator now
130 130
131 // And set the camera position so that it doesn't start off stuck in the geometry 131 // And set the camera position so that it doesn't start off stuck in the geometry
132 camera->setPosition(core::vector3df(0.f, 20.f, 0.f)); 132 camera->setPosition(core::vector3df(0.f, 20.f, 0.f));
133 133
134 // Point the camera at the cube node, by finding the first node of type ESNT_CUBE 134 // Point the camera at the cube node, by finding the first node of type ESNT_CUBE
135 scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE); 135 scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE);
136 if(cube) 136 if(cube)
137 camera->setTarget(cube->getAbsolutePosition()); 137 camera->setTarget(cube->getAbsolutePosition());
138 138
139 /* 139 /*
140 That's it. Draw everything and finish as usual. 140 That's it. Draw everything and finish as usual.
141 */ 141 */
142 142
143 int lastFPS = -1; 143 int lastFPS = -1;
144 144
145 while(device->run()) 145 while(device->run())
146 if (device->isWindowActive()) 146 if (device->isWindowActive())
147 { 147 {
148 driver->beginScene(true, true, video::SColor(0,200,200,200)); 148 driver->beginScene(true, true, video::SColor(0,200,200,200));
149 smgr->drawAll(); 149 smgr->drawAll();
150 driver->endScene(); 150 driver->endScene();
151 151
152 int fps = driver->getFPS(); 152 int fps = driver->getFPS();
153 153
154 if (lastFPS != fps) 154 if (lastFPS != fps)
155 { 155 {
156 core::stringw str = L"Load Irrlicht File example - Irrlicht Engine ["; 156 core::stringw str = L"Load Irrlicht File example - Irrlicht Engine [";
157 str += driver->getName(); 157 str += driver->getName();
158 str += "] FPS:"; 158 str += "] FPS:";
159 str += fps; 159 str += fps;
160 160
161 device->setWindowCaption(str.c_str()); 161 device->setWindowCaption(str.c_str());
162 lastFPS = fps; 162 lastFPS = fps;
163 } 163 }
164 164
165 } 165 }
166 166
167 device->drop(); 167 device->drop();
168 168
169 return 0; 169 return 0;
170} 170}
171 171
172/* 172/*
173**/ 173**/
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html
index e3e4a6b..fb13d48 100644
--- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html
@@ -1,129 +1,129 @@
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%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> 12 <td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
13 <b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td> 13 <b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
14 </tr> 14 </tr>
15 <tr bgcolor="#eeeeff"> 15 <tr bgcolor="#eeeeff">
16 <td height="90" colspan="2"> <div align="left"> 16 <td height="90" colspan="2"> <div align="left">
17 <p>Since version 1.1, Irrlicht is able to save and load the full scene 17 <p>Since version 1.1, Irrlicht is able to save and load the full scene
18 graph into an .irr file, an xml based format. There is also an editor 18 graph into an .irr file, an xml based format. There is also an editor
19 available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>, 19 available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>,
20 which can also be used as world and particle editor. This tutorial shows 20 which can also be used as world and particle editor. This tutorial shows
21 how to use .irr files.</p> 21 how to use .irr files.</p>
22 <p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><br> 22 <p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><br>
23 </p> 23 </p>
24 </div></td> 24 </div></td>
25 </tr> 25 </tr>
26</table> 26</table>
27<br> 27<br>
28<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 28<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
29 <tr> 29 <tr>
30 <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> 30 <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
31 <font color="#FFFFFF"><b>Lets start!</b></font></td> 31 <font color="#FFFFFF"><b>Lets start!</b></font></td>
32 </tr> 32 </tr>
33 <tr> 33 <tr>
34 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 34 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
35 <p>Lets start: Create an Irrlicht device and setup the window.</p> 35 <p>Lets start: Create an Irrlicht device and setup the window.</p>
36 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 36 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
37 <tr> 37 <tr>
38 <td> <pre>#include <irrlicht.h> 38 <td> <pre>#include <irrlicht.h>
39#include <iostream> 39#include <iostream>
40using namespace irr; 40using namespace irr;
41 41
42#pragma comment(lib, "Irrlicht.lib") 42#pragma comment(lib, "Irrlicht.lib")
43 43
44int main() 44int main()
45{ 45{
46 // ask user for driver 46 // ask user for driver
47 47
48 video::E_DRIVER_TYPE driverType; 48 video::E_DRIVER_TYPE driverType;
49 49
50 printf("Please select the driver you want for this example:\n"\ 50 printf("Please select the driver you want for this example:\n"\
51 " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ 51 " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
52 " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ 52 " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
53 " (f) NullDevice\n (otherKey) exit\n\n"); 53 " (f) NullDevice\n (otherKey) exit\n\n");
54 54
55 char i; 55 char i;
56 std::cin >> i; 56 std::cin >> i;
57 57
58 switch(i) 58 switch(i)
59 { 59 {
60 case 'a': driverType = video::EDT_DIRECT3D9;break; 60 case 'a': driverType = video::EDT_DIRECT3D9;break;
61 case 'b': driverType = video::EDT_DIRECT3D8;break; 61 case 'b': driverType = video::EDT_DIRECT3D8;break;
62 case 'c': driverType = video::EDT_OPENGL; break; 62 case 'c': driverType = video::EDT_OPENGL; break;
63 case 'd': driverType = video::EDT_SOFTWARE; break; 63 case 'd': driverType = video::EDT_SOFTWARE; break;
64 case 'e': driverType = video::EDT_BURNINGSVIDEO;break; 64 case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
65 case 'f': driverType = video::EDT_NULL; break; 65 case 'f': driverType = video::EDT_NULL; break;
66 default: return 1; 66 default: return 1;
67 } 67 }
68 68
69 // create device and exit if creation failed 69 // create device and exit if creation failed
70 70
71 IrrlichtDevice* device = 71 IrrlichtDevice* device =
72 createDevice(driverType, core::dimension2d<s32>(640, 480)); 72 createDevice(driverType, core::dimension2d<s32>(640, 480));
73 73
74 if (device == 0) 74 if (device == 0)
75 return 1; // could not create selected driver. 75 return 1; // could not create selected driver.
76 76
77 device->setWindowCaption(L"Load .irr file example"); 77 device->setWindowCaption(L"Load .irr file example");
78 78
79 video::IVideoDriver* driver = device->getVideoDriver(); 79 video::IVideoDriver* driver = device->getVideoDriver();
80 scene::ISceneManager* smgr = device->getSceneManager(); 80 scene::ISceneManager* smgr = device->getSceneManager();
81</pre></td> 81</pre></td>
82 </tr> 82 </tr>
83 </table> 83 </table>
84 <p>Now load our .irr file. .irr files can store the whole scene graph 84 <p>Now load our .irr file. .irr files can store the whole scene graph
85 including animators, materials and particle systems. And there is also 85 including animators, materials and particle systems. And there is also
86 the possibility to store arbitrary user data for every scene node in 86 the possibility to store arbitrary user data for every scene node in
87 that file. To keep this example simple, we are simply loading the scene 87 that file. To keep this example simple, we are simply loading the scene
88 here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene 88 here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene
89 for more information. So to load and display a complicated huge scene, 89 for more information. So to load and display a complicated huge scene,
90 we only need a single call to loadScene().</p> 90 we only need a single call to loadScene().</p>
91 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 91 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
92 <tr> 92 <tr>
93 <td><pre>// load the scene<br>smgr-&gt;loadScene(&quot;../../media/example.irr&quot;); </pre></td> 93 <td><pre>// load the scene<br>smgr-&gt;loadScene(&quot;../../media/example.irr&quot;); </pre></td>
94 </tr> 94 </tr>
95 </table> 95 </table>
96 <p>That was it already. Now add a camera and draw the scene.</p> 96 <p>That was it already. Now add a camera and draw the scene.</p>
97 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 97 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
98 <tr> 98 <tr>
99 <td> <pre> // add a user controlled camera 99 <td> <pre> // add a user controlled camera
100 100
101 smgr->addCameraSceneNodeFPS(); 101 smgr->addCameraSceneNodeFPS();
102 102
103 // and draw everything. 103 // and draw everything.
104 104
105 while(device->run()) 105 while(device->run())
106 if (device->isWindowActive()) 106 if (device->isWindowActive())
107 { 107 {
108 driver->beginScene(true, true, video::SColor(0,200,200,200)); 108 driver->beginScene(true, true, video::SColor(0,200,200,200));
109 smgr->drawAll(); 109 smgr->drawAll();
110 driver->endScene(); 110 driver->endScene();
111 } 111 }
112 112
113 device->drop(); 113 device->drop();
114 114
115 return 0; 115 return 0;
116} 116}
117</pre> </td> 117</pre> </td>
118 </tr> 118 </tr>
119 </table> 119 </table>
120 120
121 </div> 121 </div>
122 <p>&nbsp;</p> 122 <p>&nbsp;</p>
123 </td> 123 </td>
124 </tr> 124 </tr>
125</table> 125</table>
126<p>&nbsp;</p> 126<p>&nbsp;</p>
127<p>&nbsp;</p> 127<p>&nbsp;</p>
128</body> 128</body>
129</html> 129</html>