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-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/Makefile132
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/main.cpp472
-rw-r--r--libraries/irrlicht-1.8/examples/01.HelloWorld/tutorial.html788
9 files changed, 1843 insertions, 1843 deletions
diff --git a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.dev b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.dev
index 9de3da7..6033fde 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.dev
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.dev
@@ -1,59 +1,59 @@
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diff --git a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.vcproj b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.vcproj
index 3a2fdb0..c7ea1ff 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.vcproj
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld.vcproj
@@ -1,163 +1,163 @@
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diff --git a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc10.vcxproj b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc10.vcxproj
index 696621f..84601ca 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc10.vcxproj
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index f5f1fae..95b3603 100644
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index ac11031..ca5af38 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc8.vcproj
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc8.vcproj
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index 982d202..b978835 100644
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+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/HelloWorld_vc9.vcproj
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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\01.HelloWorld.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\01.HelloWorld.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/HelloWorld.pdb" 170 ProgramDatabaseFile=".\Release/HelloWorld.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/01.HelloWorld/Makefile b/libraries/irrlicht-1.8/examples/01.HelloWorld/Makefile
index c834ab7..1026793 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/Makefile
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/Makefile
@@ -1,66 +1,66 @@
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
4 4
5# Name of the executable created (.exe will be added automatically if necessary) 5# Name of the executable created (.exe will be added automatically if necessary)
6Target := 01.HelloWorld 6Target := 01.HelloWorld
7# List of source files, separated by spaces 7# List of source files, separated by spaces
8Sources := main.cpp 8Sources := main.cpp
9# Path to Irrlicht directory, should contain include/ and lib/ 9# Path to Irrlicht directory, should contain include/ and lib/
10IrrlichtHome := ../.. 10IrrlichtHome := ../..
11# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems 11# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
12BinPath = ../../bin/$(SYSTEM) 12BinPath = ../../bin/$(SYSTEM)
13 13
14# general compiler settings (might need to be set when compiling the lib, too) 14# general compiler settings (might need to be set when compiling the lib, too)
15# preprocessor flags, e.g. defines and include paths 15# preprocessor flags, e.g. defines and include paths
16USERCPPFLAGS = 16USERCPPFLAGS =
17# compiler flags such as optimization flags 17# compiler flags such as optimization flags
18USERCXXFLAGS = -O3 -ffast-math 18USERCXXFLAGS = -O3 -ffast-math
19#USERCXXFLAGS = -g -Wall 19#USERCXXFLAGS = -g -Wall
20# linker flags such as additional libraries and link paths 20# linker flags such as additional libraries and link paths
21USERLDFLAGS = 21USERLDFLAGS =
22 22
23#### 23####
24#no changes necessary below this line 24#no changes necessary below this line
25#### 25####
26 26
27CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS) 27CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS)
28CXXFLAGS = $(USERCXXFLAGS) 28CXXFLAGS = $(USERCXXFLAGS)
29LDFLAGS = $(USERLDFLAGS) 29LDFLAGS = $(USERLDFLAGS)
30 30
31#default target is Linux 31#default target is Linux
32all: all_linux 32all: all_linux
33 33
34# target specific settings 34# target specific settings
35all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht 35all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
36all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor 36all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
37all_linux clean_linux: SYSTEM=Linux 37all_linux clean_linux: SYSTEM=Linux
38all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc 38all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
39all_win32 clean_win32 static_win32: SUF=.exe 39all_win32 clean_win32 static_win32: SUF=.exe
40static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ 40static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
41all_win32: LDFLAGS += -lopengl32 -lm 41all_win32: LDFLAGS += -lopengl32 -lm
42static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 42static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
43# name of the binary - only valid for targets which set SYSTEM 43# name of the binary - only valid for targets which set SYSTEM
44DESTPATH = $(BinPath)/$(Target)$(SUF) 44DESTPATH = $(BinPath)/$(Target)$(SUF)
45 45
46all_linux all_win32 static_win32: 46all_linux all_win32 static_win32:
47 $(warning Building...) 47 $(warning Building...)
48 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 48 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
49 49
50clean: clean_linux clean_win32 50clean: clean_linux clean_win32
51 $(warning Cleaning...) 51 $(warning Cleaning...)
52 52
53clean_linux clean_win32: 53clean_linux clean_win32:
54 @$(RM) $(DESTPATH) 54 @$(RM) $(DESTPATH)
55 55
56.PHONY: all all_win32 static_win32 clean clean_linux clean_win32 56.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
57 57
58#multilib handling 58#multilib handling
59ifeq ($(HOSTTYPE), x86_64) 59ifeq ($(HOSTTYPE), x86_64)
60LIBSELECT=64 60LIBSELECT=64
61endif 61endif
62#solaris real-time features 62#solaris real-time features
63ifeq ($(HOSTTYPE), sun4) 63ifeq ($(HOSTTYPE), sun4)
64LDFLAGS += -lrt 64LDFLAGS += -lrt
65endif 65endif
66 66
diff --git a/libraries/irrlicht-1.8/examples/01.HelloWorld/main.cpp b/libraries/irrlicht-1.8/examples/01.HelloWorld/main.cpp
index a53483c..9ca21e5 100644
--- a/libraries/irrlicht-1.8/examples/01.HelloWorld/main.cpp
+++ b/libraries/irrlicht-1.8/examples/01.HelloWorld/main.cpp
@@ -1,236 +1,236 @@
1/** Example 001 HelloWorld 1/** Example 001 HelloWorld
2 2
3This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how 3This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how
4to write a simple HelloWorld program with it. The program will show how to use 4to write a simple HelloWorld program with it. The program will show how to use
5the basics of the VideoDriver, the GUIEnvironment, and the SceneManager. 5the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
6Microsoft Visual Studio is used as an IDE, but you will also be able to 6Microsoft Visual Studio is used as an IDE, but you will also be able to
7understand everything if you are using a different one or even another 7understand everything if you are using a different one or even another
8operating system than windows. 8operating system than windows.
9 9
10You have to include the header file <irrlicht.h> in order to use the engine. The 10You have to include the header file <irrlicht.h> in order to use the engine. The
11header file can be found in the Irrlicht Engine SDK directory \c include. To let 11header file can be found in the Irrlicht Engine SDK directory \c include. To let
12the compiler find this header file, the directory where it is located has to be 12the compiler find this header file, the directory where it is located has to be
13specified. This is different for every IDE and compiler you use. Let's explain 13specified. This is different for every IDE and compiler you use. Let's explain
14shortly how to do this in Microsoft Visual Studio: 14shortly how to do this in Microsoft Visual Studio:
15 15
16- If you use Version 6.0, select the Menu Extras -> Options. 16- If you use Version 6.0, select the Menu Extras -> Options.
17 Select the directories tab, and select the 'Include' Item in the combo box. 17 Select the directories tab, and select the 'Include' Item in the combo box.
18 Add the \c include directory of the irrlicht engine folder to the list of 18 Add the \c include directory of the irrlicht engine folder to the list of
19 directories. Now the compiler will find the Irrlicht.h header file. We also 19 directories. Now the compiler will find the Irrlicht.h header file. We also
20 need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries' 20 need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries'
21 in the combo box and add the \c lib/VisualStudio directory. 21 in the combo box and add the \c lib/VisualStudio directory.
22 \image html "vc6optionsdir.jpg" 22 \image html "vc6optionsdir.jpg"
23 \image latex "vc6optionsdir.jpg" 23 \image latex "vc6optionsdir.jpg"
24 \image html "vc6include.jpg" 24 \image html "vc6include.jpg"
25 \image latex "vc6include.jpg" 25 \image latex "vc6include.jpg"
26 26
27- If your IDE is Visual Studio .NET, select Tools -> Options. 27- If your IDE is Visual Studio .NET, select Tools -> Options.
28 Select the projects entry and then select VC++ directories. Select 'show 28 Select the projects entry and then select VC++ directories. Select 'show
29 directories for include files' in the combo box, and add the \c include 29 directories for include files' in the combo box, and add the \c include
30 directory of the irrlicht engine folder to the list of directories. Now the 30 directory of the irrlicht engine folder to the list of directories. Now the
31 compiler will find the Irrlicht.h header file. We also need the irrlicht.lib 31 compiler will find the Irrlicht.h header file. We also need the irrlicht.lib
32 to be found, so stay in that dialog, select 'show directories for Library 32 to be found, so stay in that dialog, select 'show directories for Library
33 files' and add the \c lib/VisualStudio directory. 33 files' and add the \c lib/VisualStudio directory.
34 \image html "vcnetinclude.jpg" 34 \image html "vcnetinclude.jpg"
35 \image latex "vcnetinclude.jpg" 35 \image latex "vcnetinclude.jpg"
36 36
37That's it. With your IDE set up like this, you will now be able to develop 37That's it. With your IDE set up like this, you will now be able to develop
38applications with the Irrlicht Engine. 38applications with the Irrlicht Engine.
39 39
40Lets start! 40Lets start!
41 41
42After we have set up the IDE, the compiler will know where to find the Irrlicht 42After we have set up the IDE, the compiler will know where to find the Irrlicht
43Engine header files so we can include it now in our code. 43Engine header files so we can include it now in our code.
44*/ 44*/
45#include <irrlicht.h> 45#include <irrlicht.h>
46 46
47/* 47/*
48In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if 48In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
49you want to use a class of the engine, you have to write irr:: before the name 49you want to use a class of the engine, you have to write irr:: before the name
50of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. 50of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
51To get rid of the irr:: in front of the name of every class, we tell the 51To get rid of the irr:: in front of the name of every class, we tell the
52compiler that we use that namespace from now on, and we will not have to write 52compiler that we use that namespace from now on, and we will not have to write
53irr:: anymore. 53irr:: anymore.
54*/ 54*/
55using namespace irr; 55using namespace irr;
56 56
57/* 57/*
58There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can 58There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
59read a detailed description of them in the documentation by clicking on the top 59read a detailed description of them in the documentation by clicking on the top
60menu item 'Namespace List' or by using this link: 60menu item 'Namespace List' or by using this link:
61http://irrlicht.sourceforge.net/docu/namespaces.html 61http://irrlicht.sourceforge.net/docu/namespaces.html
62Like the irr namespace, we do not want these 5 sub namespaces now, to keep this 62Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
63example simple. Hence, we tell the compiler again that we do not want always to 63example simple. Hence, we tell the compiler again that we do not want always to
64write their names. 64write their names.
65*/ 65*/
66using namespace core; 66using namespace core;
67using namespace scene; 67using namespace scene;
68using namespace video; 68using namespace video;
69using namespace io; 69using namespace io;
70using namespace gui; 70using namespace gui;
71 71
72/* 72/*
73To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib. 73To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
74We could set this option in the project settings, but to make it easy, we use a 74We could set this option in the project settings, but to make it easy, we use a
75pragma comment lib for VisualStudio. On Windows platforms, we have to get rid 75pragma comment lib for VisualStudio. On Windows platforms, we have to get rid
76of the console window, which pops up when starting a program with main(). This 76of the console window, which pops up when starting a program with main(). This
77is done by the second pragma. We could also use the WinMain method, though 77is done by the second pragma. We could also use the WinMain method, though
78losing platform independence then. 78losing platform independence then.
79*/ 79*/
80#ifdef _IRR_WINDOWS_ 80#ifdef _IRR_WINDOWS_
81#pragma comment(lib, "Irrlicht.lib") 81#pragma comment(lib, "Irrlicht.lib")
82#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") 82#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
83#endif 83#endif
84 84
85 85
86/* 86/*
87This is the main method. We can now use main() on every platform. 87This is the main method. We can now use main() on every platform.
88*/ 88*/
89int main() 89int main()
90{ 90{
91 /* 91 /*
92 The most important function of the engine is the createDevice() 92 The most important function of the engine is the createDevice()
93 function. The IrrlichtDevice is created by it, which is the root 93 function. The IrrlichtDevice is created by it, which is the root
94 object for doing anything with the engine. createDevice() has 7 94 object for doing anything with the engine. createDevice() has 7
95 parameters: 95 parameters:
96 96
97 - deviceType: Type of the device. This can currently be the Null-device, 97 - deviceType: Type of the device. This can currently be the Null-device,
98 one of the two software renderers, D3D8, D3D9, or OpenGL. In this 98 one of the two software renderers, D3D8, D3D9, or OpenGL. In this
99 example we use EDT_SOFTWARE, but to try out, you might want to 99 example we use EDT_SOFTWARE, but to try out, you might want to
100 change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8, 100 change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
101 EDT_DIRECT3D9, or EDT_OPENGL. 101 EDT_DIRECT3D9, or EDT_OPENGL.
102 102
103 - windowSize: Size of the Window or screen in FullScreenMode to be 103 - windowSize: Size of the Window or screen in FullScreenMode to be
104 created. In this example we use 640x480. 104 created. In this example we use 640x480.
105 105
106 - bits: Amount of color bits per pixel. This should be 16 or 32. The 106 - bits: Amount of color bits per pixel. This should be 16 or 32. The
107 parameter is often ignored when running in windowed mode. 107 parameter is often ignored when running in windowed mode.
108 108
109 - fullscreen: Specifies if we want the device to run in fullscreen mode 109 - fullscreen: Specifies if we want the device to run in fullscreen mode
110 or not. 110 or not.
111 111
112 - stencilbuffer: Specifies if we want to use the stencil buffer (for 112 - stencilbuffer: Specifies if we want to use the stencil buffer (for
113 drawing shadows). 113 drawing shadows).
114 114
115 - vsync: Specifies if we want to have vsync enabled, this is only useful 115 - vsync: Specifies if we want to have vsync enabled, this is only useful
116 in fullscreen mode. 116 in fullscreen mode.
117 117
118 - eventReceiver: An object to receive events. We do not want to use this 118 - eventReceiver: An object to receive events. We do not want to use this
119 parameter here, and set it to 0. 119 parameter here, and set it to 0.
120 120
121 Always check the return value to cope with unsupported drivers, 121 Always check the return value to cope with unsupported drivers,
122 dimensions, etc. 122 dimensions, etc.
123 */ 123 */
124 IrrlichtDevice *device = 124 IrrlichtDevice *device =
125 createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16, 125 createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
126 false, false, false, 0); 126 false, false, false, 0);
127 127
128 if (!device) 128 if (!device)
129 return 1; 129 return 1;
130 130
131 /* 131 /*
132 Set the caption of the window to some nice text. Note that there is an 132 Set the caption of the window to some nice text. Note that there is an
133 'L' in front of the string. The Irrlicht Engine uses wide character 133 'L' in front of the string. The Irrlicht Engine uses wide character
134 strings when displaying text. 134 strings when displaying text.
135 */ 135 */
136 device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); 136 device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
137 137
138 /* 138 /*
139 Get a pointer to the VideoDriver, the SceneManager and the graphical 139 Get a pointer to the VideoDriver, the SceneManager and the graphical
140 user interface environment, so that we do not always have to write 140 user interface environment, so that we do not always have to write
141 device->getVideoDriver(), device->getSceneManager(), or 141 device->getVideoDriver(), device->getSceneManager(), or
142 device->getGUIEnvironment(). 142 device->getGUIEnvironment().
143 */ 143 */
144 IVideoDriver* driver = device->getVideoDriver(); 144 IVideoDriver* driver = device->getVideoDriver();
145 ISceneManager* smgr = device->getSceneManager(); 145 ISceneManager* smgr = device->getSceneManager();
146 IGUIEnvironment* guienv = device->getGUIEnvironment(); 146 IGUIEnvironment* guienv = device->getGUIEnvironment();
147 147
148 /* 148 /*
149 We add a hello world label to the window, using the GUI environment. 149 We add a hello world label to the window, using the GUI environment.
150 The text is placed at the position (10,10) as top left corner and 150 The text is placed at the position (10,10) as top left corner and
151 (260,22) as lower right corner. 151 (260,22) as lower right corner.
152 */ 152 */
153 guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", 153 guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
154 rect<s32>(10,10,260,22), true); 154 rect<s32>(10,10,260,22), true);
155 155
156 /* 156 /*
157 To show something interesting, we load a Quake 2 model and display it. 157 To show something interesting, we load a Quake 2 model and display it.
158 We only have to get the Mesh from the Scene Manager with getMesh() and add 158 We only have to get the Mesh from the Scene Manager with getMesh() and add
159 a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We 159 a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
160 check the return value of getMesh() to become aware of loading problems 160 check the return value of getMesh() to become aware of loading problems
161 and other errors. 161 and other errors.
162 162
163 Instead of writing the filename sydney.md2, it would also be possible 163 Instead of writing the filename sydney.md2, it would also be possible
164 to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any 164 to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
165 other supported file format. By the way, that cool Quake 2 model 165 other supported file format. By the way, that cool Quake 2 model
166 called sydney was modelled by Brian Collins. 166 called sydney was modelled by Brian Collins.
167 */ 167 */
168 IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); 168 IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
169 if (!mesh) 169 if (!mesh)
170 { 170 {
171 device->drop(); 171 device->drop();
172 return 1; 172 return 1;
173 } 173 }
174 IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); 174 IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
175 175
176 /* 176 /*
177 To let the mesh look a little bit nicer, we change its material. We 177 To let the mesh look a little bit nicer, we change its material. We
178 disable lighting because we do not have a dynamic light in here, and 178 disable lighting because we do not have a dynamic light in here, and
179 the mesh would be totally black otherwise. Then we set the frame loop, 179 the mesh would be totally black otherwise. Then we set the frame loop,
180 such that the predefined STAND animation is used. And last, we apply a 180 such that the predefined STAND animation is used. And last, we apply a
181 texture to the mesh. Without it the mesh would be drawn using only a 181 texture to the mesh. Without it the mesh would be drawn using only a
182 color. 182 color.
183 */ 183 */
184 if (node) 184 if (node)
185 { 185 {
186 node->setMaterialFlag(EMF_LIGHTING, false); 186 node->setMaterialFlag(EMF_LIGHTING, false);
187 node->setMD2Animation(scene::EMAT_STAND); 187 node->setMD2Animation(scene::EMAT_STAND);
188 node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); 188 node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
189 } 189 }
190 190
191 /* 191 /*
192 To look at the mesh, we place a camera into 3d space at the position 192 To look at the mesh, we place a camera into 3d space at the position
193 (0, 30, -40). The camera looks from there to (0,5,0), which is 193 (0, 30, -40). The camera looks from there to (0,5,0), which is
194 approximately the place where our md2 model is. 194 approximately the place where our md2 model is.
195 */ 195 */
196 smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); 196 smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
197 197
198 /* 198 /*
199 Ok, now we have set up the scene, lets draw everything: We run the 199 Ok, now we have set up the scene, lets draw everything: We run the
200 device in a while() loop, until the device does not want to run any 200 device in a while() loop, until the device does not want to run any
201 more. This would be when the user closes the window or presses ALT+F4 201 more. This would be when the user closes the window or presses ALT+F4
202 (or whatever keycode closes a window). 202 (or whatever keycode closes a window).
203 */ 203 */
204 while(device->run()) 204 while(device->run())
205 { 205 {
206 /* 206 /*
207 Anything can be drawn between a beginScene() and an endScene() 207 Anything can be drawn between a beginScene() and an endScene()
208 call. The beginScene() call clears the screen with a color and 208 call. The beginScene() call clears the screen with a color and
209 the depth buffer, if desired. Then we let the Scene Manager and 209 the depth buffer, if desired. Then we let the Scene Manager and
210 the GUI Environment draw their content. With the endScene() 210 the GUI Environment draw their content. With the endScene()
211 call everything is presented on the screen. 211 call everything is presented on the screen.
212 */ 212 */
213 driver->beginScene(true, true, SColor(255,100,101,140)); 213 driver->beginScene(true, true, SColor(255,100,101,140));
214 214
215 smgr->drawAll(); 215 smgr->drawAll();
216 guienv->drawAll(); 216 guienv->drawAll();
217 217
218 driver->endScene(); 218 driver->endScene();
219 } 219 }
220 220
221 /* 221 /*
222 After we are done with the render loop, we have to delete the Irrlicht 222 After we are done with the render loop, we have to delete the Irrlicht
223 Device created before with createDevice(). In the Irrlicht Engine, you 223 Device created before with createDevice(). In the Irrlicht Engine, you
224 have to delete all objects you created with a method or function which 224 have to delete all objects you created with a method or function which
225 starts with 'create'. The object is simply deleted by calling ->drop(). 225 starts with 'create'. The object is simply deleted by calling ->drop().
226 See the documentation at irr::IReferenceCounted::drop() for more 226 See the documentation at irr::IReferenceCounted::drop() for more
227 information. 227 information.
228 */ 228 */
229 device->drop(); 229 device->drop();
230 230
231 return 0; 231 return 0;
232} 232}
233 233
234/* 234/*
235That's it. Compile and run. 235That's it. Compile and run.
236**/ 236**/
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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="90%" border="0" cellspacing="0" cellpadding="2" align="center"> 9<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr> 10 <tr>
11 <td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td> 11 <td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
12 12
13 </tr> 13 </tr>
14 <tr> 14 <tr>
15 <td height="90" bgcolor="#F7F3F7"> <div align="left"> 15 <td height="90" bgcolor="#F7F3F7"> <div align="left">
16 <p>This Tutorial shows how to set up the IDE for using the 16 <p>This Tutorial shows how to set up the IDE for using the
17 Irrlicht Engine and how to write a simple HelloWorld program 17 Irrlicht Engine and how to write a simple HelloWorld program
18 with it. The program will show how to use the basics of 18 with it. The program will show how to use the basics of
19 the VideoDriver, the GUIEnvironment and the SceneManager.<br> 19 the VideoDriver, the GUIEnvironment and the SceneManager.<br>
20 The result of this example will look like this:</p> 20 The result of this example will look like this:</p>
21 <p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br> 21 <p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
22 </p> 22 </p>
23 </div></td> 23 </div></td>
24 24
25 </tr> 25 </tr>
26 </table> 26 </table>
27 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> 27 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
28 <tr> <a name="settingup"></a> 28 <tr> <a name="settingup"></a>
29 <td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the 29 <td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
30 IDE</font></b></td> 30 IDE</font></b></td>
31 </tr> 31 </tr>
32 <tr> 32 <tr>
33 <td height="90" bgcolor="#F7F3F7"> <div align="left"> 33 <td height="90" bgcolor="#F7F3F7"> <div align="left">
34 <div align="left"> 34 <div align="left">
35 <p align="left">To use the engine, we will have to include 35 <p align="left">To use the engine, we will have to include
36 the header file &lt;irrlicht.h&gt;, which can be found 36 the header file &lt;irrlicht.h&gt;, which can be found
37 in the Irrlicht Engine SDK directory \include. To let 37 in the Irrlicht Engine SDK directory \include. To let
38 the compiler find this header file, the directory where 38 the compiler find this header file, the directory where
39 it is located should be specified somewhere. This is different 39 it is located should be specified somewhere. This is different
40 for every IDE and compiler. I will explain how to do this 40 for every IDE and compiler. I will explain how to do this
41 in Microsoft Visual Studio C++ 6.0 and .NET:</p> 41 in Microsoft Visual Studio C++ 6.0 and .NET:</p>
42 42
43 </div> 43 </div>
44 <ul> 44 <ul>
45 <li> 45 <li>
46 <div align="left">If you use Version 6.0, select the Menu 46 <div align="left">If you use Version 6.0, select the Menu
47 Extras -&gt; Options. Select the directories tab, and 47 Extras -&gt; Options. Select the directories tab, and
48 select the 'Include' Item in the combo box. Add the 48 select the 'Include' Item in the combo box. Add the
49 \include directory of the Irrlicht Engine folder to 49 \include directory of the Irrlicht Engine folder to
50 the list of directories. Now the compiler will find 50 the list of directories. Now the compiler will find
51 the Irrlicht.h header file. We also need the location 51 the Irrlicht.h header file. We also need the location
52 of irrlicht.lib to be listed, so select the 'Libraries' 52 of irrlicht.lib to be listed, so select the 'Libraries'
53 tab and add the \lib\VisualStudio directory.<br> 53 tab and add the \lib\VisualStudio directory.<br>
54 <br> 54 <br>
55 <img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br> 55 <img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
56 &nbsp; <br> 56 &nbsp; <br>
57 57
58 </div> 58 </div>
59 </li> 59 </li>
60 <li>If your IDE is Visual Studio .NET, select Tools -&gt; 60 <li>If your IDE is Visual Studio .NET, select Tools -&gt;
61 Options. Select the Projects entry and then select VC++ 61 Options. Select the Projects entry and then select VC++
62 directories. Select 'show directories for include files' 62 directories. Select 'show directories for include files'
63 in the combo box, and add the \include directory of the 63 in the combo box, and add the \include directory of the
64 Irrlicht Engine folder to the list of directories so the 64 Irrlicht Engine folder to the list of directories so the
65 compiler will find the Irrlicht.h header file. We also 65 compiler will find the Irrlicht.h header file. We also
66 need the irrlicht.lib to be found, so select 'show directories 66 need the irrlicht.lib to be found, so select 'show directories
67 for Library files' and add the \lib\VisualStudio directory.<br> 67 for Library files' and add the \lib\VisualStudio directory.<br>
68 <br> 68 <br>
69 <img src="../../media/vcnetinclude.jpg" width="256" height="160"> 69 <img src="../../media/vcnetinclude.jpg" width="256" height="160">
70 <br> 70 <br>
71 </li> 71 </li>
72 </ul> 72 </ul>
73 73
74 <p>&nbsp;</p> 74 <p>&nbsp;</p>
75 </div></td> 75 </div></td>
76 </tr> 76 </tr>
77 </table> 77 </table>
78 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> 78 <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
79 <tr> 79 <tr>
80 <td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td> 80 <td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
81 </tr> 81 </tr>
82 82
83 <tr> 83 <tr>
84 <td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left"> 84 <td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
85 <div align="left"> 85 <div align="left">
86 <div align="left"> 86 <div align="left">
87 <div align="left"> 87 <div align="left">
88 <p>After we have set up the IDE, the compiler will know 88 <p>After we have set up the IDE, the compiler will know
89 where to find the Irrlicht Engine header files so 89 where to find the Irrlicht Engine header files so
90 we can include it now into our code.</p> 90 we can include it now into our code.</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>#include &lt;irrlicht.h&gt;</pre> </td> 93 <td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>
94 94
95 </tr> 95 </tr>
96 </table> 96 </table>
97 <p>In the Irrlicht Engine, everything can be found in 97 <p>In the Irrlicht Engine, everything can be found in
98 the namespace 'irr'. So if you want to use a class 98 the namespace 'irr'. So if you want to use a class
99 of the engine, you'll have to type an irr:: before 99 of the engine, you'll have to type an irr:: before
100 the name of the class. For example, to use the IrrlichtDevice, 100 the name of the class. For example, to use the IrrlichtDevice,
101 write: irr::IrrlichtDevice. To avoid having to put 101 write: irr::IrrlichtDevice. To avoid having to put
102 irr:: before of the name of every class, we tell the 102 irr:: before of the name of every class, we tell the
103 compiler that we use that namespace.</p> 103 compiler that we use that namespace.</p>
104 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 104 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
105 <tr> 105 <tr>
106 <td> <pre>using namespace irr;</pre> </td> 106 <td> <pre>using namespace irr;</pre> </td>
107 </tr> 107 </tr>
108 108
109 </table> 109 </table>
110 <p>There are 5 sub-namespaces in the Irrlicht Engine. 110 <p>There are 5 sub-namespaces in the Irrlicht Engine.
111 Take a look at them: you can read a detailed description 111 Take a look at them: you can read a detailed description
112 of them in the documentation by clicking on the top 112 of them in the documentation by clicking on the top
113 menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace 113 menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
114 List</a>'. To keep this example simple, we don't want 114 List</a>'. To keep this example simple, we don't want
115 to have to specify the name spaces, Hence:</p> 115 to have to specify the name spaces, Hence:</p>
116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
117 <tr> 117 <tr>
118 <td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td> 118 <td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
119 119
120 </tr> 120 </tr>
121 </table> 121 </table>
122 <p>To be able to use the Irrlicht.DLL file, we need 122 <p>To be able to use the Irrlicht.DLL file, we need
123 to link with the Irrlicht.lib. We could set this option 123 to link with the Irrlicht.lib. We could set this option
124 in the project settings, but to make it easy we use 124 in the project settings, but to make it easy we use
125 a pragma comment:</p> 125 a pragma comment:</p>
126 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 126 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
127 <tr> 127 <tr>
128 <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td> 128 <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
129 129
130 </tr> 130 </tr>
131 </table> 131 </table>
132 <p>Now the main method: to keep this example simple 132 <p>Now the main method: to keep this example simple
133 we use int main(), which can be used on any platform. 133 we use int main(), which can be used on any platform.
134 However, on Windows platforms, we could also use the 134 However, on Windows platforms, we could also use the
135 WinMain method if we would want to get rid of the 135 WinMain method if we would want to get rid of the
136 console window which pops up when starting a program 136 console window which pops up when starting a program
137 with main().</p> 137 with main().</p>
138 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 138 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
139 <tr> 139 <tr>
140 <td> <pre>int main()<br>{</pre> </td> 140 <td> <pre>int main()<br>{</pre> </td>
141 </tr> 141 </tr>
142 142
143 </table> 143 </table>
144 <p>The most important function of the engine is the 144 <p>The most important function of the engine is the
145 'createDevice' function. The Irrlicht Device, which 145 'createDevice' function. The Irrlicht Device, which
146 is the root object for doing everything with the engine, 146 is the root object for doing everything with the engine,
147 can be created with it. createDevice() has 7 parameters:</p> 147 can be created with it. createDevice() has 7 parameters:</p>
148 </div> 148 </div>
149 <ul> 149 <ul>
150 <li> 150 <li>
151 151
152 <div align="left"> deviceType: Type of the device. This can currently 152 <div align="left"> deviceType: Type of the device. This can currently
153 be the Null device, the Software device, Direct3D8, Direct3D9, 153 be the Null device, the Software device, Direct3D8, Direct3D9,
154 or OpenGL. In this example we use EDT_SOFTWARE, but, to try 154 or OpenGL. In this example we use EDT_SOFTWARE, but, to try
155 them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8, 155 them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
156 EDT_DIRECT3D9 or EDT_OPENGL. </div> 156 EDT_DIRECT3D9 or EDT_OPENGL. </div>
157 </li> 157 </li>
158 <li> 158 <li>
159 <div align="left">windowSize: Size of the window or 159 <div align="left">windowSize: Size of the window or
160 full screen mode to be created. In this example 160 full screen mode to be created. In this example
161 we use 512x384.</div> 161 we use 512x384.</div>
162 162
163 </li> 163 </li>
164 <li> 164 <li>
165 <div align="left">bits: Number of bits per pixel when 165 <div align="left">bits: Number of bits per pixel when
166 in full screen mode. This should be 16 or 32. This 166 in full screen mode. This should be 16 or 32. This
167 parameter is ignored when running in windowed mode.</div> 167 parameter is ignored when running in windowed mode.</div>
168 </li> 168 </li>
169 <li> 169 <li>
170 <div align="left">fullscreen: Specifies if we want 170 <div align="left">fullscreen: Specifies if we want
171 the device to run in full screen mode or not.</div> 171 the device to run in full screen mode or not.</div>
172 </li> 172 </li>
173 <li>stencilbuffer: Specifies if we want to use the stencil 173 <li>stencilbuffer: Specifies if we want to use the stencil
174 buffer for drawing shadows.</li> 174 buffer for drawing shadows.</li>
175 175
176 <li>vsync: Specifies if we want to have vsync enabled. 176 <li>vsync: Specifies if we want to have vsync enabled.
177 This is only useful in full screen mode.</li> 177 This is only useful in full screen mode.</li>
178 <li> 178 <li>
179 <div align="left">eventReceiver: An object to receive 179 <div align="left">eventReceiver: An object to receive
180 events. We do not want to use this parameter here, 180 events. We do not want to use this parameter here,
181 and set it to 0.</div> 181 and set it to 0.</div>
182 </li> 182 </li>
183 </ul> 183 </ul>
184 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 184 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
185 <tr> 185 <tr>
186 <td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td> 186 <td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td>
187 187
188 </tr> 188 </tr>
189 </table> 189 </table>
190 <p>Now we set the caption of the window to some nice text. 190 <p>Now we set the caption of the window to some nice text.
191 Note that there is a 'L' in front of the string: the 191 Note that there is a 'L' in front of the string: the
192 Irrlicht Engine uses wide character strings when displaying 192 Irrlicht Engine uses wide character strings when displaying
193 text.</p> 193 text.</p>
194 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 194 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
195 <tr> 195 <tr>
196 <td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td> 196 <td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>
197 197
198 </tr> 198 </tr>
199 </table> 199 </table>
200 <p>Now we store a pointer to the video driver, the SceneManager, 200 <p>Now we store a pointer to the video driver, the SceneManager,
201 and the graphical user interface environment so that 201 and the graphical user interface environment so that
202 we do not always have to write device-&gt;getVideoDriver(), 202 we do not always have to write device-&gt;getVideoDriver(),
203 device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p> 203 device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
204 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 204 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
205 <tr> 205 <tr>
206 <td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td> 206 <td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>
207 207
208 </tr> 208 </tr>
209 </table> 209 </table>
210 <p> We add a hello world label to the window using the 210 <p> We add a hello world label to the window using the
211 GUI environment. The text is placed at the position 211 GUI environment. The text is placed at the position
212 (10,10) as top left corner and (200,22) as lower right 212 (10,10) as top left corner and (200,22) as lower right
213 corner.</p> 213 corner.</p>
214 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 214 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
215 <tr> 215 <tr>
216 <td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td> 216 <td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>
217 217
218 </tr> 218 </tr>
219 </table> 219 </table>
220 <p>To display something interesting, we load a Quake 2 220 <p>To display something interesting, we load a Quake 2
221 model and display it. We only have to get the Mesh from 221 model and display it. We only have to get the Mesh from
222 the Scene Manager with getMesh() and add a SceneNode 222 the Scene Manager with getMesh() and add a SceneNode
223 to display the mesh with addAnimatedMeshSceneNode(). 223 to display the mesh with addAnimatedMeshSceneNode().
224 Instead of loading a Quake2 file (.md2), it is also 224 Instead of loading a Quake2 file (.md2), it is also
225 possible to load a Maya object file (.obj), a complete 225 possible to load a Maya object file (.obj), a complete
226 Quake3 map (.bsp), or a Milshape file (.ms3d).<br> 226 Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
227 By the way, that cool Quake 2 model called sydney.md2 227 By the way, that cool Quake 2 model called sydney.md2
228 was modelled by Brian Collins.</p> 228 was modelled by Brian Collins.</p>
229 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 229 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
230 <tr> 230 <tr>
231 <td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td> 231 <td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>
232 232
233 </tr> 233 </tr>
234 </table> 234 </table>
235 <p>To make the mesh look a little bit nicer, we change 235 <p>To make the mesh look a little bit nicer, we change
236 its material a little bit: we disable lighting because 236 its material a little bit: we disable lighting because
237 we do not have a dynamic light in here and the mesh 237 we do not have a dynamic light in here and the mesh
238 would be totally black. Then we set the frame loop so 238 would be totally black. Then we set the frame loop so
239 that the animation is looped between the frames 0 and 239 that the animation is looped between the frames 0 and
240 310. Then, at last, we apply a texture to the mesh. 240 310. Then, at last, we apply a texture to the mesh.
241 Without it the mesh would be drawn using only a solid 241 Without it the mesh would be drawn using only a solid
242 color.</p> 242 color.</p>
243 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 243 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
244 <tr> 244 <tr>
245 <td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre> 245 <td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre>
246 </td> 246 </td>
247 247
248 </tr> 248 </tr>
249 </table> 249 </table>
250 <p>To look at the mesh, we place a camera into 3d space 250 <p>To look at the mesh, we place a camera into 3d space
251 at the position (0, 10, -40). The camera looks from 251 at the position (0, 10, -40). The camera looks from
252 there to (0,5,0).</p> 252 there to (0,5,0).</p>
253 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 253 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
254 <tr> 254 <tr>
255 <td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td> 255 <td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
256 </tr> 256 </tr>
257 257
258 </table> 258 </table>
259 <p>Ok. Now that we have set up the scene, let's draw everything: 259 <p>Ok. Now that we have set up the scene, let's draw everything:
260 we run the device in a while() loop until the device 260 we run the device in a while() loop until the device
261 does not want to run any more. This would be when the 261 does not want to run any more. This would be when the
262 user closes the window or presses ALT+F4 in Windows.</p> 262 user closes the window or presses ALT+F4 in Windows.</p>
263 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 263 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
264 <tr> 264 <tr>
265 <td> <pre>while(device-&gt;run())<br>{</pre> </td> 265 <td> <pre>while(device-&gt;run())<br>{</pre> </td>
266 </tr> 266 </tr>
267 267
268 </table> 268 </table>
269 <p> Everything must be drawn between a beginScene() and 269 <p> Everything must be drawn between a beginScene() and
270 an endScene() call. The beginScene clears the screen 270 an endScene() call. The beginScene clears the screen
271 with a color and also the depth buffer, if desired. 271 with a color and also the depth buffer, if desired.
272 Then we let the Scene Manager and the GUI environment 272 Then we let the Scene Manager and the GUI environment
273 draw their content. With the endScene() call, everything 273 draw their content. With the endScene() call, everything
274 is presented on the screen.</p> 274 is presented on the screen.</p>
275 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 275 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
276 <tr> 276 <tr>
277 277
278 <td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br> 278 <td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
279 smgr-&gt;drawAll(); 279 smgr-&gt;drawAll();
280 guienv-&gt;drawAll();</pre> 280 guienv-&gt;drawAll();</pre>
281 <pre> driver-&gt;endScene(); 281 <pre> driver-&gt;endScene();
282}</pre> </td> 282}</pre> </td>
283 283
284 </tr> 284 </tr>
285 </table> 285 </table>
286 <p>After we are finished, we have to delete the Irrlicht 286 <p>After we are finished, we have to delete the Irrlicht
287 Device created earlier with createDevice(). With the 287 Device created earlier with createDevice(). With the
288 Irrlicht Engine, you should delete all objects you created 288 Irrlicht Engine, you should delete all objects you created
289 with a method or function that starts with 'create'. 289 with a method or function that starts with 'create'.
290 The object is deleted simply by calling -&gt;drop(). 290 The object is deleted simply by calling -&gt;drop().
291 See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a> 291 See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
292 for more information.</p> 292 for more information.</p>
293 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 293 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
294 <tr> 294 <tr>
295 <td> <pre> device-&gt;drop();<br> return 0; 295 <td> <pre> device-&gt;drop();<br> return 0;
296}</pre> </td> 296}</pre> </td>
297 297
298 </tr> 298 </tr>
299 </table> 299 </table>
300 <p>That's it. Compile and run. </p> 300 <p>That's it. Compile and run. </p>
301 <p>&nbsp;</p> 301 <p>&nbsp;</p>
302 </div> 302 </div>
303 </div> 303 </div>
304 </div></td> 304 </div></td>
305 </tr> 305 </tr>
306 306
307 </table> 307 </table>
308 <br> 308 <br>
309 <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> 309 <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
310 <tr> 310 <tr>
311 <td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors 311 <td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
312 or Problems</font></b></td> 312 or Problems</font></b></td>
313 </tr> 313 </tr>
314 <tr> 314 <tr>
315 <td height="90" bgcolor="#F7F3F7"> <div align="left"> 315 <td height="90" bgcolor="#F7F3F7"> <div align="left">
316 <div align="left"> 316 <div align="left">
317 <div align="left"> 317 <div align="left">
318 <p><strong>Visual Studio</strong><br> 318 <p><strong>Visual Studio</strong><br>
319 319
320 While trying to compile the tutorial, if you get the 320 While trying to compile the tutorial, if you get the
321 error: </p> 321 error: </p>
322 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> 322 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
323 <tr> 323 <tr>
324 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal 324 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
325 error C1083: Cannot open include file: 'irrlicht.h': 325 error C1083: Cannot open include file: 'irrlicht.h':
326 No such file or directory</font></td> 326 No such file or directory</font></td>
327 </tr> 327 </tr>
328 </table> 328 </table>
329 <p>Solution: You may have set the include directory improperly 329 <p>Solution: You may have set the include directory improperly
330 in the Visual Studio options. See <a href="#settingup">above</a> 330 in the Visual Studio options. See <a href="#settingup">above</a>
331 for information on setting it. </p> 331 for information on setting it. </p>
332 332
333 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> 333 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
334 <tr> 334 <tr>
335 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK 335 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
336 : LNK6004: HelloWorld.exe not found or not built 336 : LNK6004: HelloWorld.exe not found or not built
337 by the last incremental link; performing full link<br> 337 by the last incremental link; performing full link<br>
338 LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br> 338 LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
339 Error executing link.exe</font></td> 339 Error executing link.exe</font></td>
340 </tr> 340 </tr>
341 </table> 341 </table>
342 <p> Solution: You may have set the library directory improperly. 342 <p> Solution: You may have set the library directory improperly.
343 See <a href="#settingup">above</a> for information on 343 See <a href="#settingup">above</a> for information on
344 setting it. <br> 344 setting it. <br>
345 345
346 <br> 346 <br>
347 </p> 347 </p>
348 <p><strong>Compiler independent problems<br> 348 <p><strong>Compiler independent problems<br>
349 </strong>If the tutorial compiles successfully but gives 349 </strong>If the tutorial compiles successfully but gives
350 the error: </p> 350 the error: </p>
351 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> 351 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
352 <tr> 352 <tr>
353 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This 353 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
354 application has failed to start because Irrlicht.dll 354 application has failed to start because Irrlicht.dll
355 was not found. Re-installing the application may 355 was not found. Re-installing the application may
356 fix this problem</font></td> 356 fix this problem</font></td>
357 </tr> 357 </tr>
358 358
359 </table> 359 </table>
360 <p>Solution: You may have forgotten to copy the Irrlicht.dll 360 <p>Solution: You may have forgotten to copy the Irrlicht.dll
361 file from Irrlicht\bin\VisualStudio to the directory 361 file from Irrlicht\bin\VisualStudio to the directory
362 the tutorial's project file is in. </p> 362 the tutorial's project file is in. </p>
363 If the tutorial compiles and runs successfully but produces 363 If the tutorial compiles and runs successfully but produces
364 errors in the console like:<br> 364 errors in the console like:<br>
365 <br> 365 <br>
366 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> 366 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
367 <tr> 367 <tr>
368 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could 368 <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
369 not load mesh, because file could not be opened.: 369 not load mesh, because file could not be opened.:
370 ../media/sydney.md2</font></td> 370 ../media/sydney.md2</font></td>
371 </tr> 371 </tr>
372 372
373 </table> 373 </table>
374 <p> Or:</p> 374 <p> Or:</p>
375 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0"> 375 <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
376 <tr> 376 <tr>
377 <td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could 377 <td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
378 not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br> 378 not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
379 </b><em>Could not load texture: stones.jpg </em></font></td> 379 </b><em>Could not load texture: stones.jpg </em></font></td>
380 </tr> 380 </tr>
381 381
382 </table> 382 </table>
383 <p>Solution: The file listed in the error message cannot 383 <p>Solution: The file listed in the error message cannot
384 be found. Ensure that the directory specified in the 384 be found. Ensure that the directory specified in the
385 main.cpp exists and is where the file is located. <br> 385 main.cpp exists and is where the file is located. <br>
386 </p> 386 </p>
387 </div> 387 </div>
388 </div> 388 </div>
389 </div></td> 389 </div></td>
390 </tr> 390 </tr>
391 </table> 391 </table>
392<p>&nbsp;</p> 392<p>&nbsp;</p>
393</body> 393</body>
394</html> 394</html>