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-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile80
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj324
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp412
-rw-r--r--libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html362
9 files changed, 1573 insertions, 1573 deletions
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile b/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile
index 09953cf..8929223 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Makefile
@@ -1,40 +1,40 @@
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 = 02.Quake3Map 4Target = 02.Quake3Map
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 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht
23static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm 23static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm
24static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_ 24static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
25static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc 25static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc
26static_win32 all_win32 clean_win32: SUF=.exe 26static_win32 all_win32 clean_win32: SUF=.exe
27# name of the binary - only valid for targets which set SYSTEM 27# name of the binary - only valid for targets which set SYSTEM
28DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 28DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
29 29
30all_linux all_win32 static_win32: 30all_linux all_win32 static_win32:
31 $(warning Building...) 31 $(warning Building...)
32 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 32 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
33 33
34clean: clean_linux clean_win32 34clean: clean_linux clean_win32
35 $(warning Cleaning...) 35 $(warning Cleaning...)
36 36
37clean_linux clean_win32: 37clean_linux clean_win32:
38 @$(RM) $(DESTPATH) 38 @$(RM) $(DESTPATH)
39 39
40.PHONY: all all_win32 clean clean_linux clean_win32 static_win32 40.PHONY: all all_win32 clean clean_linux clean_win32 static_win32
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev
index 3e0a69e..8bb989e 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 02 Quake3Map 3Name=Irrlicht Example 02 Quake3Map
4UnitCount=1 4UnitCount=1
5Type=1 5Type=1
6Ver=1 6Ver=1
7ObjFiles= 7ObjFiles=
8Includes=..\..\include 8Includes=..\..\include
9Libs= 9Libs=
10PrivateResource= 10PrivateResource=
11ResourceIncludes= 11ResourceIncludes=
12MakeIncludes= 12MakeIncludes=
13Compiler= 13Compiler=
14CppCompiler= 14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ 15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1 16IsCpp=1
17Icon= 17Icon=
18ExeOutput=../../bin/Win32-gcc 18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj 19ObjectOutput=obj
20OverrideOutput=1 20OverrideOutput=1
21OverrideOutputName=02.Quake3Map.exe 21OverrideOutputName=02.Quake3Map.exe
22HostApplication= 22HostApplication=
23Folders= 23Folders=
24CommandLine= 24CommandLine=
25IncludeVersionInfo=0 25IncludeVersionInfo=0
26SupportXPThemes=0 26SupportXPThemes=0
27CompilerSet=0 27CompilerSet=0
28CompilerSettings=0000000000000000000000 28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0 29UseCustomMakefile=0
30CustomMakefile= 30CustomMakefile=
31 31
32[Unit1] 32[Unit1]
33FileName=main.cpp 33FileName=main.cpp
34CompileCpp=1 34CompileCpp=1
35Folder=Projekt1 35Folder=Projekt1
36Compile=1 36Compile=1
37Link=1 37Link=1
38Priority=1000 38Priority=1000
39OverrideBuildCmd=0 39OverrideBuildCmd=0
40BuildCmd= 40BuildCmd=
41 41
42[VersionInfo] 42[VersionInfo]
43Major=0 43Major=0
44Minor=1 44Minor=1
45Release=1 45Release=1
46Build=1 46Build=1
47LanguageID=1033 47LanguageID=1033
48CharsetID=1252 48CharsetID=1252
49CompanyName= 49CompanyName=
50FileVersion= 50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc 51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName= 52InternalName=
53LegalCopyright= 53LegalCopyright=
54LegalTrademarks= 54LegalTrademarks=
55OriginalFilename= 55OriginalFilename=
56ProductName= 56ProductName=
57ProductVersion= 57ProductVersion=
58AutoIncBuildNr=0 58AutoIncBuildNr=0
59 59
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj
index 4416fbb..53eb778 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map.vcproj
@@ -1,162 +1,162 @@
1<?xml version="1.0" encoding="Windows-1252"?> 1<?xml version="1.0" encoding="Windows-1252"?>
2<VisualStudioProject 2<VisualStudioProject
3 ProjectType="Visual C++" 3 ProjectType="Visual C++"
4 Version="7.10" 4 Version="7.10"
5 Name="02.Quake3Map" 5 Name="02.Quake3Map"
6 SccProjectName="" 6 SccProjectName=""
7 SccLocalPath=""> 7 SccLocalPath="">
8 <Platforms> 8 <Platforms>
9 <Platform 9 <Platform
10 Name="Win32"/> 10 Name="Win32"/>
11 </Platforms> 11 </Platforms>
12 <Configurations> 12 <Configurations>
13 <Configuration 13 <Configuration
14 Name="Debug|Win32" 14 Name="Debug|Win32"
15 OutputDirectory=".\Debug" 15 OutputDirectory=".\Debug"
16 IntermediateDirectory=".\Debug" 16 IntermediateDirectory=".\Debug"
17 ConfigurationType="1" 17 ConfigurationType="1"
18 UseOfMFC="0" 18 UseOfMFC="0"
19 ATLMinimizesCRunTimeLibraryUsage="FALSE" 19 ATLMinimizesCRunTimeLibraryUsage="FALSE"
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21 <Tool 21 <Tool
22 Name="VCCLCompilerTool" 22 Name="VCCLCompilerTool"
23 Optimization="0" 23 Optimization="0"
24 AdditionalIncludeDirectories="..\..\include" 24 AdditionalIncludeDirectories="..\..\include"
25 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" 25 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
26 BasicRuntimeChecks="3" 26 BasicRuntimeChecks="3"
27 RuntimeLibrary="5" 27 RuntimeLibrary="5"
28 UsePrecompiledHeader="2" 28 UsePrecompiledHeader="2"
29 PrecompiledHeaderFile=".\Debug/Quake3Map.pch" 29 PrecompiledHeaderFile=".\Debug/Quake3Map.pch"
30 AssemblerListingLocation=".\Debug/" 30 AssemblerListingLocation=".\Debug/"
31 ObjectFile=".\Debug/" 31 ObjectFile=".\Debug/"
32 ProgramDataBaseFileName=".\Debug/" 32 ProgramDataBaseFileName=".\Debug/"
33 WarningLevel="3" 33 WarningLevel="3"
34 SuppressStartupBanner="TRUE" 34 SuppressStartupBanner="TRUE"
35 DebugInformationFormat="4" 35 DebugInformationFormat="4"
36 CompileAs="0"/> 36 CompileAs="0"/>
37 <Tool 37 <Tool
38 Name="VCCustomBuildTool"/> 38 Name="VCCustomBuildTool"/>
39 <Tool 39 <Tool
40 Name="VCLinkerTool" 40 Name="VCLinkerTool"
41 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" 41 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
42 LinkIncremental="0" 42 LinkIncremental="0"
43 SuppressStartupBanner="TRUE" 43 SuppressStartupBanner="TRUE"
44 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 44 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
45 GenerateDebugInformation="TRUE" 45 GenerateDebugInformation="TRUE"
46 ProgramDatabaseFile=".\Debug/Quake3Map.pdb" 46 ProgramDatabaseFile=".\Debug/Quake3Map.pdb"
47 SubSystem="1" 47 SubSystem="1"
48 TargetMachine="1"/> 48 TargetMachine="1"/>
49 <Tool 49 <Tool
50 Name="VCMIDLTool" 50 Name="VCMIDLTool"
51 TypeLibraryName=".\Debug/Quake3Map.tlb" 51 TypeLibraryName=".\Debug/Quake3Map.tlb"
52 HeaderFileName=""/> 52 HeaderFileName=""/>
53 <Tool 53 <Tool
54 Name="VCPostBuildEventTool"/> 54 Name="VCPostBuildEventTool"/>
55 <Tool 55 <Tool
56 Name="VCPreBuildEventTool"/> 56 Name="VCPreBuildEventTool"/>
57 <Tool 57 <Tool
58 Name="VCPreLinkEventTool"/> 58 Name="VCPreLinkEventTool"/>
59 <Tool 59 <Tool
60 Name="VCResourceCompilerTool" 60 Name="VCResourceCompilerTool"
61 PreprocessorDefinitions="_DEBUG" 61 PreprocessorDefinitions="_DEBUG"
62 Culture="3079"/> 62 Culture="3079"/>
63 <Tool 63 <Tool
64 Name="VCWebServiceProxyGeneratorTool"/> 64 Name="VCWebServiceProxyGeneratorTool"/>
65 <Tool 65 <Tool
66 Name="VCXMLDataGeneratorTool"/> 66 Name="VCXMLDataGeneratorTool"/>
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68 Name="VCWebDeploymentTool"/> 68 Name="VCWebDeploymentTool"/>
69 <Tool 69 <Tool
70 Name="VCManagedWrapperGeneratorTool"/> 70 Name="VCManagedWrapperGeneratorTool"/>
71 <Tool 71 <Tool
72 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 72 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
73 </Configuration> 73 </Configuration>
74 <Configuration 74 <Configuration
75 Name="Release|Win32" 75 Name="Release|Win32"
76 OutputDirectory=".\Release" 76 OutputDirectory=".\Release"
77 IntermediateDirectory=".\Release" 77 IntermediateDirectory=".\Release"
78 ConfigurationType="1" 78 ConfigurationType="1"
79 UseOfMFC="0" 79 UseOfMFC="0"
80 ATLMinimizesCRunTimeLibraryUsage="FALSE" 80 ATLMinimizesCRunTimeLibraryUsage="FALSE"
81 CharacterSet="2"> 81 CharacterSet="2">
82 <Tool 82 <Tool
83 Name="VCCLCompilerTool" 83 Name="VCCLCompilerTool"
84 Optimization="2" 84 Optimization="2"
85 InlineFunctionExpansion="1" 85 InlineFunctionExpansion="1"
86 AdditionalIncludeDirectories="..\..\include" 86 AdditionalIncludeDirectories="..\..\include"
87 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" 87 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
88 StringPooling="TRUE" 88 StringPooling="TRUE"
89 RuntimeLibrary="4" 89 RuntimeLibrary="4"
90 EnableFunctionLevelLinking="TRUE" 90 EnableFunctionLevelLinking="TRUE"
91 UsePrecompiledHeader="2" 91 UsePrecompiledHeader="2"
92 PrecompiledHeaderFile=".\Release/Quake3Map.pch" 92 PrecompiledHeaderFile=".\Release/Quake3Map.pch"
93 AssemblerListingLocation=".\Release/" 93 AssemblerListingLocation=".\Release/"
94 ObjectFile=".\Release/" 94 ObjectFile=".\Release/"
95 ProgramDataBaseFileName=".\Release/" 95 ProgramDataBaseFileName=".\Release/"
96 WarningLevel="3" 96 WarningLevel="3"
97 SuppressStartupBanner="TRUE" 97 SuppressStartupBanner="TRUE"
98 CompileAs="0"/> 98 CompileAs="0"/>
99 <Tool 99 <Tool
100 Name="VCCustomBuildTool"/> 100 Name="VCCustomBuildTool"/>
101 <Tool 101 <Tool
102 Name="VCLinkerTool" 102 Name="VCLinkerTool"
103 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" 103 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
104 LinkIncremental="0" 104 LinkIncremental="0"
105 SuppressStartupBanner="TRUE" 105 SuppressStartupBanner="TRUE"
106 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 106 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
107 ProgramDatabaseFile=".\Release/Quake3Map.pdb" 107 ProgramDatabaseFile=".\Release/Quake3Map.pdb"
108 SubSystem="1" 108 SubSystem="1"
109 TargetMachine="1"/> 109 TargetMachine="1"/>
110 <Tool 110 <Tool
111 Name="VCMIDLTool" 111 Name="VCMIDLTool"
112 TypeLibraryName=".\Release/Quake3Map.tlb" 112 TypeLibraryName=".\Release/Quake3Map.tlb"
113 HeaderFileName=""/> 113 HeaderFileName=""/>
114 <Tool 114 <Tool
115 Name="VCPostBuildEventTool"/> 115 Name="VCPostBuildEventTool"/>
116 <Tool 116 <Tool
117 Name="VCPreBuildEventTool"/> 117 Name="VCPreBuildEventTool"/>
118 <Tool 118 <Tool
119 Name="VCPreLinkEventTool"/> 119 Name="VCPreLinkEventTool"/>
120 <Tool 120 <Tool
121 Name="VCResourceCompilerTool" 121 Name="VCResourceCompilerTool"
122 PreprocessorDefinitions="NDEBUG" 122 PreprocessorDefinitions="NDEBUG"
123 Culture="3079"/> 123 Culture="3079"/>
124 <Tool 124 <Tool
125 Name="VCWebServiceProxyGeneratorTool"/> 125 Name="VCWebServiceProxyGeneratorTool"/>
126 <Tool 126 <Tool
127 Name="VCXMLDataGeneratorTool"/> 127 Name="VCXMLDataGeneratorTool"/>
128 <Tool 128 <Tool
129 Name="VCWebDeploymentTool"/> 129 Name="VCWebDeploymentTool"/>
130 <Tool 130 <Tool
131 Name="VCManagedWrapperGeneratorTool"/> 131 Name="VCManagedWrapperGeneratorTool"/>
132 <Tool 132 <Tool
133 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 133 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
134 </Configuration> 134 </Configuration>
135 </Configurations> 135 </Configurations>
136 <References> 136 <References>
137 </References> 137 </References>
138 <Files> 138 <Files>
139 <File 139 <File
140 RelativePath="main.cpp"> 140 RelativePath="main.cpp">
141 <FileConfiguration 141 <FileConfiguration
142 Name="Debug|Win32"> 142 Name="Debug|Win32">
143 <Tool 143 <Tool
144 Name="VCCLCompilerTool" 144 Name="VCCLCompilerTool"
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147 PreprocessorDefinitions="" 147 PreprocessorDefinitions=""
148 BasicRuntimeChecks="3"/> 148 BasicRuntimeChecks="3"/>
149 </FileConfiguration> 149 </FileConfiguration>
150 <FileConfiguration 150 <FileConfiguration
151 Name="Release|Win32"> 151 Name="Release|Win32">
152 <Tool 152 <Tool
153 Name="VCCLCompilerTool" 153 Name="VCCLCompilerTool"
154 Optimization="2" 154 Optimization="2"
155 AdditionalIncludeDirectories="" 155 AdditionalIncludeDirectories=""
156 PreprocessorDefinitions=""/> 156 PreprocessorDefinitions=""/>
157 </FileConfiguration> 157 </FileConfiguration>
158 </File> 158 </File>
159 </Files> 159 </Files>
160 <Globals> 160 <Globals>
161 </Globals> 161 </Globals>
162</VisualStudioProject> 162</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj
index da32873..cdbc7d1 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/Quake3Map_vc10.vcxproj
@@ -1,231 +1,231 @@
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3 <ItemGroup Label="ProjectConfigurations"> 3 <ItemGroup Label="ProjectConfigurations">
4 <ProjectConfiguration Include="Debug|Win32"> 4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration> 5 <Configuration>Debug</Configuration>
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7 </ProjectConfiguration> 7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64"> 8 <ProjectConfiguration Include="Debug|x64">
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11 </ProjectConfiguration> 11 </ProjectConfiguration>
12 <ProjectConfiguration Include="Release|Win32"> 12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration> 13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform> 14 <Platform>Win32</Platform>
15 </ProjectConfiguration> 15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64"> 16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration> 17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform> 18 <Platform>x64</Platform>
19 </ProjectConfiguration> 19 </ProjectConfiguration>
20 </ItemGroup> 20 </ItemGroup>
21 <PropertyGroup Label="Globals"> 21 <PropertyGroup Label="Globals">
22 <ProjectName>02.Quake3Map</ProjectName> 22 <ProjectName>02.Quake3Map</ProjectName>
23 <ProjectGuid>{D1A464A2-D479-458C-98A2-60965D823CD1}</ProjectGuid> 23 <ProjectGuid>{D1A464A2-D479-458C-98A2-60965D823CD1}</ProjectGuid>
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57 WarningLevel="3" 57 WarningLevel="3"
58 SuppressStartupBanner="true" 58 SuppressStartupBanner="true"
59 DebugInformationFormat="4" 59 DebugInformationFormat="4"
60 CompileAs="0" 60 CompileAs="0"
61 /> 61 />
62 <Tool 62 <Tool
63 Name="VCManagedResourceCompilerTool" 63 Name="VCManagedResourceCompilerTool"
64 /> 64 />
65 <Tool 65 <Tool
66 Name="VCResourceCompilerTool" 66 Name="VCResourceCompilerTool"
67 PreprocessorDefinitions="_DEBUG" 67 PreprocessorDefinitions="_DEBUG"
68 Culture="3079" 68 Culture="3079"
69 /> 69 />
70 <Tool 70 <Tool
71 Name="VCPreLinkEventTool" 71 Name="VCPreLinkEventTool"
72 /> 72 />
73 <Tool 73 <Tool
74 Name="VCLinkerTool" 74 Name="VCLinkerTool"
75 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe" 75 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
76 LinkIncremental="0" 76 LinkIncremental="0"
77 SuppressStartupBanner="true" 77 SuppressStartupBanner="true"
78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 78 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
79 GenerateDebugInformation="true" 79 GenerateDebugInformation="true"
80 ProgramDatabaseFile=".\Debug/Quake3Map.pdb" 80 ProgramDatabaseFile=".\Debug/Quake3Map.pdb"
81 SubSystem="1" 81 SubSystem="1"
82 RandomizedBaseAddress="1" 82 RandomizedBaseAddress="1"
83 DataExecutionPrevention="0" 83 DataExecutionPrevention="0"
84 TargetMachine="1" 84 TargetMachine="1"
85 /> 85 />
86 <Tool 86 <Tool
87 Name="VCALinkTool" 87 Name="VCALinkTool"
88 /> 88 />
89 <Tool 89 <Tool
90 Name="VCManifestTool" 90 Name="VCManifestTool"
91 /> 91 />
92 <Tool 92 <Tool
93 Name="VCXDCMakeTool" 93 Name="VCXDCMakeTool"
94 /> 94 />
95 <Tool 95 <Tool
96 Name="VCBscMakeTool" 96 Name="VCBscMakeTool"
97 /> 97 />
98 <Tool 98 <Tool
99 Name="VCFxCopTool" 99 Name="VCFxCopTool"
100 /> 100 />
101 <Tool 101 <Tool
102 Name="VCAppVerifierTool" 102 Name="VCAppVerifierTool"
103 /> 103 />
104 <Tool 104 <Tool
105 Name="VCPostBuildEventTool" 105 Name="VCPostBuildEventTool"
106 /> 106 />
107 </Configuration> 107 </Configuration>
108 <Configuration 108 <Configuration
109 Name="Release|Win32" 109 Name="Release|Win32"
110 OutputDirectory=".\Release" 110 OutputDirectory=".\Release"
111 IntermediateDirectory=".\Release" 111 IntermediateDirectory=".\Release"
112 ConfigurationType="1" 112 ConfigurationType="1"
113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" 113 InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
114 UseOfMFC="0" 114 UseOfMFC="0"
115 ATLMinimizesCRunTimeLibraryUsage="false" 115 ATLMinimizesCRunTimeLibraryUsage="false"
116 CharacterSet="2" 116 CharacterSet="2"
117 > 117 >
118 <Tool 118 <Tool
119 Name="VCPreBuildEventTool" 119 Name="VCPreBuildEventTool"
120 /> 120 />
121 <Tool 121 <Tool
122 Name="VCCustomBuildTool" 122 Name="VCCustomBuildTool"
123 /> 123 />
124 <Tool 124 <Tool
125 Name="VCXMLDataGeneratorTool" 125 Name="VCXMLDataGeneratorTool"
126 /> 126 />
127 <Tool 127 <Tool
128 Name="VCWebServiceProxyGeneratorTool" 128 Name="VCWebServiceProxyGeneratorTool"
129 /> 129 />
130 <Tool 130 <Tool
131 Name="VCMIDLTool" 131 Name="VCMIDLTool"
132 TypeLibraryName=".\Release/Quake3Map.tlb" 132 TypeLibraryName=".\Release/Quake3Map.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/Quake3Map.pch" 145 PrecompiledHeaderFile=".\Release/Quake3Map.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\02.Quake3Map.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.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/Quake3Map.pdb" 170 ProgramDatabaseFile=".\Release/Quake3Map.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/02.Quake3Map/main.cpp b/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp
index fc7461f..45b49aa 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/main.cpp
@@ -1,206 +1,206 @@
1/** Example 002 Quake3Map 1/** Example 002 Quake3Map
2 2
3This Tutorial shows how to load a Quake 3 map into the engine, create a 3This Tutorial shows how to load a Quake 3 map into the engine, create a
4SceneNode for optimizing the speed of rendering, and how to create a user 4SceneNode for optimizing the speed of rendering, and how to create a user
5controlled camera. 5controlled camera.
6 6
7Please note that you should know the basics of the engine before starting this 7Please note that you should know the basics of the engine before starting this
8tutorial. Just take a short look at the first tutorial, if you haven't done 8tutorial. Just take a short look at the first tutorial, if you haven't done
9this yet: http://irrlicht.sourceforge.net/tut001.html 9this yet: http://irrlicht.sourceforge.net/tut001.html
10 10
11Lets start like the HelloWorld example: We include the irrlicht header files 11Lets start like the HelloWorld example: We include the irrlicht header files
12and an additional file to be able to ask the user for a driver type using the 12and an additional file to be able to ask the user for a driver type using the
13console. 13console.
14*/ 14*/
15#include <irrlicht.h> 15#include <irrlicht.h>
16#include <iostream> 16#include <iostream>
17 17
18/* 18/*
19As already written in the HelloWorld example, in the Irrlicht Engine everything 19As already written in the HelloWorld example, in the Irrlicht Engine everything
20can be found in the namespace 'irr'. To get rid of the irr:: in front of the 20can be found in the namespace 'irr'. To get rid of the irr:: in front of the
21name of every class, we tell the compiler that we use that namespace from now 21name of every class, we tell the compiler that we use that namespace from now
22on, and we will not have to write that 'irr::'. There are 5 other sub 22on, and we will not have to write that 'irr::'. There are 5 other sub
23namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld 23namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
24example, we do not call 'using namespace' for these 5 other namespaces, because 24example, we do not call 'using namespace' for these 5 other namespaces, because
25in this way you will see what can be found in which namespace. But if you like, 25in this way you will see what can be found in which namespace. But if you like,
26you can also include the namespaces like in the previous example. 26you can also include the namespaces like in the previous example.
27*/ 27*/
28using namespace irr; 28using namespace irr;
29 29
30/* 30/*
31Again, to be able to use the Irrlicht.DLL file, we need to link with the 31Again, to be able to use the Irrlicht.DLL file, we need to link with the
32Irrlicht.lib. We could set this option in the project settings, but to make it 32Irrlicht.lib. We could set this option in the project settings, but to make it
33easy, we use a pragma comment lib: 33easy, we use a pragma comment lib:
34*/ 34*/
35#ifdef _MSC_VER 35#ifdef _MSC_VER
36#pragma comment(lib, "Irrlicht.lib") 36#pragma comment(lib, "Irrlicht.lib")
37#endif 37#endif
38 38
39/* 39/*
40Ok, lets start. Again, we use the main() method as start, not the WinMain(). 40Ok, lets start. Again, we use the main() method as start, not the WinMain().
41*/ 41*/
42int main() 42int main()
43{ 43{
44 /* 44 /*
45 Like in the HelloWorld example, we create an IrrlichtDevice with 45 Like in the HelloWorld example, we create an IrrlichtDevice with
46 createDevice(). The difference now is that we ask the user to select 46 createDevice(). The difference now is that we ask the user to select
47 which video driver to use. The Software device might be 47 which video driver to use. The Software device might be
48 too slow to draw a huge Quake 3 map, but just for the fun of it, we make 48 too slow to draw a huge Quake 3 map, but just for the fun of it, we make
49 this decision possible, too. 49 this decision possible, too.
50 Instead of copying this whole code into your app, you can simply include 50 Instead of copying this whole code into your app, you can simply include
51 driverChoice.h from Irrlicht's include directory. The function 51 driverChoice.h from Irrlicht's include directory. The function
52 driverChoiceConsole does exactly the same. 52 driverChoiceConsole does exactly the same.
53 */ 53 */
54 54
55 // ask user for driver 55 // ask user for driver
56 56
57 video::E_DRIVER_TYPE driverType; 57 video::E_DRIVER_TYPE driverType;
58 58
59 printf("Please select the driver you want for this example:\n"\ 59 printf("Please select the driver you want for this example:\n"\
60 " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\ 60 " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\
61 " (d) Burning's Software Renderer\n (e) Software Renderer\n"\ 61 " (d) Burning's Software Renderer\n (e) Software Renderer\n"\
62 " (f) NullDevice\n (otherKey) exit\n\n"); 62 " (f) NullDevice\n (otherKey) exit\n\n");
63 63
64 char i; 64 char i;
65 std::cin >> i; 65 std::cin >> i;
66 66
67 switch(i) 67 switch(i)
68 { 68 {
69 case 'a': driverType = video::EDT_OPENGL; break; 69 case 'a': driverType = video::EDT_OPENGL; break;
70 case 'b': driverType = video::EDT_DIRECT3D9;break; 70 case 'b': driverType = video::EDT_DIRECT3D9;break;
71 case 'c': driverType = video::EDT_DIRECT3D8;break; 71 case 'c': driverType = video::EDT_DIRECT3D8;break;
72 case 'd': driverType = video::EDT_BURNINGSVIDEO;break; 72 case 'd': driverType = video::EDT_BURNINGSVIDEO;break;
73 case 'e': driverType = video::EDT_SOFTWARE; break; 73 case 'e': driverType = video::EDT_SOFTWARE; break;
74 case 'f': driverType = video::EDT_NULL; break; 74 case 'f': driverType = video::EDT_NULL; break;
75 default: return 1; 75 default: return 1;
76 } 76 }
77 77
78 // create device and exit if creation failed 78 // create device and exit if creation failed
79 79
80 IrrlichtDevice *device = 80 IrrlichtDevice *device =
81 createDevice(driverType, core::dimension2d<u32>(640, 480)); 81 createDevice(driverType, core::dimension2d<u32>(640, 480));
82 82
83 if (device == 0) 83 if (device == 0)
84 return 1; // could not create selected driver. 84 return 1; // could not create selected driver.
85 85
86 /* 86 /*
87 Get a pointer to the video driver and the SceneManager so that 87 Get a pointer to the video driver and the SceneManager so that
88 we do not always have to call irr::IrrlichtDevice::getVideoDriver() and 88 we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
89 irr::IrrlichtDevice::getSceneManager(). 89 irr::IrrlichtDevice::getSceneManager().
90 */ 90 */
91 video::IVideoDriver* driver = device->getVideoDriver(); 91 video::IVideoDriver* driver = device->getVideoDriver();
92 scene::ISceneManager* smgr = device->getSceneManager(); 92 scene::ISceneManager* smgr = device->getSceneManager();
93 93
94 /* 94 /*
95 To display the Quake 3 map, we first need to load it. Quake 3 maps 95 To display the Quake 3 map, we first need to load it. Quake 3 maps
96 are packed into .pk3 files which are nothing else than .zip files. 96 are packed into .pk3 files which are nothing else than .zip files.
97 So we add the .pk3 file to our irr::io::IFileSystem. After it was added, 97 So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
98 we are able to read from the files in that archive as if they are 98 we are able to read from the files in that archive as if they are
99 directly stored on the disk. 99 directly stored on the disk.
100 */ 100 */
101 device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); 101 device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
102 102
103 /* 103 /*
104 Now we can load the mesh by calling 104 Now we can load the mesh by calling
105 irr::scene::ISceneManager::getMesh(). We get a pointer returned to an 105 irr::scene::ISceneManager::getMesh(). We get a pointer returned to an
106 irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not 106 irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not
107 really animated, they are only a huge chunk of static geometry with 107 really animated, they are only a huge chunk of static geometry with
108 some materials attached. Hence the IAnimatedMesh consists of only one 108 some materials attached. Hence the IAnimatedMesh consists of only one
109 frame, so we get the "first frame" of the "animation", which is our 109 frame, so we get the "first frame" of the "animation", which is our
110 quake level and create an Octree scene node with it, using 110 quake level and create an Octree scene node with it, using
111 irr::scene::ISceneManager::addOctreeSceneNode(). 111 irr::scene::ISceneManager::addOctreeSceneNode().
112 The Octree optimizes the scene a little bit, trying to draw only geometry 112 The Octree optimizes the scene a little bit, trying to draw only geometry
113 which is currently visible. An alternative to the Octree would be a 113 which is currently visible. An alternative to the Octree would be a
114 irr::scene::IMeshSceneNode, which would always draw the complete 114 irr::scene::IMeshSceneNode, which would always draw the complete
115 geometry of the mesh, without optimization. Try it: Use 115 geometry of the mesh, without optimization. Try it: Use
116 irr::scene::ISceneManager::addMeshSceneNode() instead of 116 irr::scene::ISceneManager::addMeshSceneNode() instead of
117 addOctreeSceneNode() and compare the primitives drawn by the video 117 addOctreeSceneNode() and compare the primitives drawn by the video
118 driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() 118 driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
119 method in the irr::video::IVideoDriver class). Note that this 119 method in the irr::video::IVideoDriver class). Note that this
120 optimization with the Octree is only useful when drawing huge meshes 120 optimization with the Octree is only useful when drawing huge meshes
121 consisting of lots of geometry. 121 consisting of lots of geometry.
122 */ 122 */
123 scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp"); 123 scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
124 scene::ISceneNode* node = 0; 124 scene::ISceneNode* node = 0;
125 125
126 if (mesh) 126 if (mesh)
127 node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); 127 node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
128// node = smgr->addMeshSceneNode(mesh->getMesh(0)); 128// node = smgr->addMeshSceneNode(mesh->getMesh(0));
129 129
130 /* 130 /*
131 Because the level was not modelled around the origin (0,0,0), we 131 Because the level was not modelled around the origin (0,0,0), we
132 translate the whole level a little bit. This is done on 132 translate the whole level a little bit. This is done on
133 irr::scene::ISceneNode level using the methods 133 irr::scene::ISceneNode level using the methods
134 irr::scene::ISceneNode::setPosition() (in this case), 134 irr::scene::ISceneNode::setPosition() (in this case),
135 irr::scene::ISceneNode::setRotation(), and 135 irr::scene::ISceneNode::setRotation(), and
136 irr::scene::ISceneNode::setScale(). 136 irr::scene::ISceneNode::setScale().
137 */ 137 */
138 if (node) 138 if (node)
139 node->setPosition(core::vector3df(-1300,-144,-1249)); 139 node->setPosition(core::vector3df(-1300,-144,-1249));
140 140
141 /* 141 /*
142 Now we only need a camera to look at the Quake 3 map. 142 Now we only need a camera to look at the Quake 3 map.
143 We want to create a user controlled camera. There are some 143 We want to create a user controlled camera. There are some
144 cameras available in the Irrlicht engine. For example the 144 cameras available in the Irrlicht engine. For example the
145 MayaCamera which can be controlled like the camera in Maya: 145 MayaCamera which can be controlled like the camera in Maya:
146 Rotate with left mouse button pressed, Zoom with both buttons pressed, 146 Rotate with left mouse button pressed, Zoom with both buttons pressed,
147 translate with right mouse button pressed. This could be created with 147 translate with right mouse button pressed. This could be created with
148 irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this 148 irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
149 example, we want to create a camera which behaves like the ones in 149 example, we want to create a camera which behaves like the ones in
150 first person shooter games (FPS) and hence use 150 first person shooter games (FPS) and hence use
151 irr::scene::ISceneManager::addCameraSceneNodeFPS(). 151 irr::scene::ISceneManager::addCameraSceneNodeFPS().
152 */ 152 */
153 smgr->addCameraSceneNodeFPS(); 153 smgr->addCameraSceneNodeFPS();
154 154
155 /* 155 /*
156 The mouse cursor needs not be visible, so we hide it via the 156 The mouse cursor needs not be visible, so we hide it via the
157 irr::IrrlichtDevice::ICursorControl. 157 irr::IrrlichtDevice::ICursorControl.
158 */ 158 */
159 device->getCursorControl()->setVisible(false); 159 device->getCursorControl()->setVisible(false);
160 160
161 /* 161 /*
162 We have done everything, so lets draw it. We also write the current 162 We have done everything, so lets draw it. We also write the current
163 frames per second and the primitives drawn into the caption of the 163 frames per second and the primitives drawn into the caption of the
164 window. The test for irr::IrrlichtDevice::isWindowActive() is optional, 164 window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
165 but prevents the engine to grab the mouse cursor after task switching 165 but prevents the engine to grab the mouse cursor after task switching
166 when other programs are active. The call to 166 when other programs are active. The call to
167 irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU 167 irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU
168 cycles when the window is not active. 168 cycles when the window is not active.
169 */ 169 */
170 int lastFPS = -1; 170 int lastFPS = -1;
171 171
172 while(device->run()) 172 while(device->run())
173 { 173 {
174 if (device->isWindowActive()) 174 if (device->isWindowActive())
175 { 175 {
176 driver->beginScene(true, true, video::SColor(255,200,200,200)); 176 driver->beginScene(true, true, video::SColor(255,200,200,200));
177 smgr->drawAll(); 177 smgr->drawAll();
178 driver->endScene(); 178 driver->endScene();
179 179
180 int fps = driver->getFPS(); 180 int fps = driver->getFPS();
181 181
182 if (lastFPS != fps) 182 if (lastFPS != fps)
183 { 183 {
184 core::stringw str = L"Irrlicht Engine - Quake 3 Map example ["; 184 core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
185 str += driver->getName(); 185 str += driver->getName();
186 str += "] FPS:"; 186 str += "] FPS:";
187 str += fps; 187 str += fps;
188 188
189 device->setWindowCaption(str.c_str()); 189 device->setWindowCaption(str.c_str());
190 lastFPS = fps; 190 lastFPS = fps;
191 } 191 }
192 } 192 }
193 else 193 else
194 device->yield(); 194 device->yield();
195 } 195 }
196 196
197 /* 197 /*
198 In the end, delete the Irrlicht device. 198 In the end, delete the Irrlicht device.
199 */ 199 */
200 device->drop(); 200 device->drop();
201 return 0; 201 return 0;
202} 202}
203 203
204/* 204/*
205That's it. Compile and play around with the program. 205That's it. Compile and play around with the program.
206**/ 206**/
diff --git a/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html b/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html
index 1858b86..1b482f2 100644
--- a/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/02.Quake3Map/tutorial.html
@@ -1,181 +1,181 @@
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 2.Quake3Map</font></b></td> 13 <b><font color="#FFFFFF">Tutorial 2.Quake3Map</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>This Tutorial shows how to load a Quake 3 map into the engine, create 17 <p>This Tutorial shows how to load a Quake 3 map into the engine, create
18 a SceneNode for optimizing the speed of rendering and how to create 18 a SceneNode for optimizing the speed of rendering and how to create
19 a user controlled camera. Please note that you should know the basics 19 a user controlled camera. Please note that you should know the basics
20 of the engine before starting this tutorial, just take a short look 20 of the engine before starting this tutorial, just take a short look
21 at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br> 21 at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
22 The result of this example will look like this:</p> 22 The result of this example will look like this:</p>
23 <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br> 23 <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br>
24 </p> 24 </p>
25 </div></td> 25 </div></td>
26 </tr> 26 </tr>
27</table> 27</table>
28<br> 28<br>
29<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 29<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
30 <tr> 30 <tr>
31 <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> 31 <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
32 <font color="#FFFFFF"><b>Lets start!</b></font></td> 32 <font color="#FFFFFF"><b>Lets start!</b></font></td>
33 </tr> 33 </tr>
34 <tr> 34 <tr>
35 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 35 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
36 <p>Lets start like the HelloWorld example: We include the irrlicht header 36 <p>Lets start like the HelloWorld example: We include the irrlicht header
37 files and an additional file to be able<br> 37 files and an additional file to be able<br>
38 to ask the user for a driver type using the console.</p> 38 to ask the user for a driver type using the console.</p>
39 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 39 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
40 <tr> 40 <tr>
41 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br></pre></td> 41 <td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br></pre></td>
42 </tr> 42 </tr>
43 </table> 43 </table>
44 <p>As already written in the HelloWorld example, in the Irrlicht Engine, 44 <p>As already written in the HelloWorld example, in the Irrlicht Engine,
45 everything can be found in the namespace 'irr'. To get rid of the irr:: 45 everything can be found in the namespace 'irr'. To get rid of the irr::
46 in front of the name of every class, we tell the compiler that we use 46 in front of the name of every class, we tell the compiler that we use
47 that namespace from now on, and we will not have to write that 'irr::'.<br> 47 that namespace from now on, and we will not have to write that 'irr::'.<br>
48 There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and 48 There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
49 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' 49 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
50 for these 5 other namespaces because in this way you will see what can 50 for these 5 other namespaces because in this way you will see what can
51 be found in which namespace. But if you like, you can also include the 51 be found in which namespace. But if you like, you can also include the
52 namespaces like in the previous example. Code just like you want to.</p> 52 namespaces like in the previous example. Code just like you want to.</p>
53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 53 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
54 <tr> 54 <tr>
55 <td> <pre>using namespace irr;</pre> </td> 55 <td> <pre>using namespace irr;</pre> </td>
56 </tr> 56 </tr>
57 </table> 57 </table>
58 <p>Again, to be able to use the Irrlicht.DLL file, we need to link with 58 <p>Again, to be able to use the Irrlicht.DLL file, we need to link with
59 the Irrlicht.lib. We could set this option in the project settings, 59 the Irrlicht.lib. We could set this option in the project settings,
60 but to make it easy, we use a pragma comment lib:</p> 60 but to make it easy, we use a pragma comment lib:</p>
61 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 61 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
62 <tr> 62 <tr>
63 <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td> 63 <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
64 </tr> 64 </tr>
65 </table> 65 </table>
66 66
67 </div> 67 </div>
68 <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(), 68 <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
69 because its shorter to write.</p> 69 because its shorter to write.</p>
70 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 70 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
71 <tr> 71 <tr>
72 <td> <pre>int main()<br>{</pre> </td> 72 <td> <pre>int main()<br>{</pre> </td>
73 </tr> 73 </tr>
74 </table> 74 </table>
75 <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). 75 <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
76 The difference now is that we ask the user to select which hardware accelerated 76 The difference now is that we ask the user to select which hardware accelerated
77 driver to use. The Software device would be too slow to draw a huge Quake 77 driver to use. The Software device would be too slow to draw a huge Quake
78 3 map, but just for the fun of it, we make this decision possible too.</p> 78 3 map, but just for the fun of it, we make this decision possible too.</p>
79 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 79 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
80 <tr> 80 <tr>
81 <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br> 81 <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br>
82char i;<br>std::cin &gt;&gt; i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td> 82char i;<br>std::cin &gt;&gt; i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
83 </tr> 83 </tr>
84 </table> 84 </table>
85 <p>Get a pointer to the video driver and the SceneManager so that we do 85 <p>Get a pointer to the video driver and the SceneManager so that we do
86 not always have to write device-&gt;getVideoDriver() and device-&gt;getSceneManager().</p> 86 not always have to write device-&gt;getVideoDriver() and device-&gt;getSceneManager().</p>
87 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 87 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
88 <tr> 88 <tr>
89 <td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver(); 89 <td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();
90scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> </td> 90scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> </td>
91 </tr> 91 </tr>
92 </table> 92 </table>
93 <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are 93 <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
94 packed into .pk3 files wich are nothing other than .zip files. So we add 94 packed into .pk3 files wich are nothing other than .zip files. So we add
95 the .pk3 file to our FileSystem. After it was added, we are able to read 95 the .pk3 file to our FileSystem. After it was added, we are able to read
96 from the files in that archive as they would directly be stored on disk.</p> 96 from the files in that archive as they would directly be stored on disk.</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>device-&gt;getFileSystem()-&gt;addZipFileArchive(&quot;../../media/map-20kdm2.pk3&quot;);</pre> </td> 99 <td> <pre>device-&gt;getFileSystem()-&gt;addZipFileArchive(&quot;../../media/map-20kdm2.pk3&quot;);</pre> </td>
100 </tr> 100 </tr>
101 </table> 101 </table>
102 <p>Now we can load the mesh by calling getMesh(). We get a pointer returned 102 <p>Now we can load the mesh by calling getMesh(). We get a pointer returned
103 to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, 103 to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
104 they are only a huge chunk of static geometry with some materials attached. 104 they are only a huge chunk of static geometry with some materials attached.
105 Hence the IAnimated mesh consists of only one frame,<br> 105 Hence the IAnimated mesh consists of only one frame,<br>
106 so we get the &quot;first frame&quot; of the &quot;animation&quot;, which 106 so we get the &quot;first frame&quot; of the &quot;animation&quot;, which
107 is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). 107 is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
108 The OctTree optimizes the scene a little bit, trying to draw only geometry 108 The OctTree optimizes the scene a little bit, trying to draw only geometry
109 which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, 109 which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
110 which would draw always the complete geometry of the mesh, without optimization. 110 which would draw always the complete geometry of the mesh, without optimization.
111 Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode 111 Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
112 and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() 112 and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
113 method in the IVideoDriver class). Note that this optimization with the 113 method in the IVideoDriver class). Note that this optimization with the
114 Octree is only useful when drawing huge meshes consiting of lots of geometry.</p> 114 Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
115 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 115 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
116 <tr> 116 <tr>
117 <td> <pre>scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;20kdm2.bsp&quot;);<br>scene::ISceneNode* node = 0; 117 <td> <pre>scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;20kdm2.bsp&quot;);<br>scene::ISceneNode* node = 0;
118 118
119if (mesh)<br> node = smgr-&gt;addOctTreeSceneNode(mesh-&gt;getMesh(0));</pre> </td> 119if (mesh)<br> node = smgr-&gt;addOctTreeSceneNode(mesh-&gt;getMesh(0));</pre> </td>
120 </tr> 120 </tr>
121 </table> 121 </table>
122 <p>Because the level was modelled not around the origin (0,0,0), we translate 122 <p>Because the level was modelled not around the origin (0,0,0), we translate
123 the whole level a little bit.</p> 123 the whole level a little bit.</p>
124 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 124 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
125 <tr> 125 <tr>
126 <td> <pre>if (node)<br> node-&gt;setPosition(core::vector3df(-1300,-144,-1249));</pre> </td> 126 <td> <pre>if (node)<br> node-&gt;setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
127 </tr> 127 </tr>
128 </table> 128 </table>
129 <p>Now we only need a Camera to look at the Quake 3 map. And we want to 129 <p>Now we only need a Camera to look at the Quake 3 map. And we want to
130 create a user controlled camera. There are some different cameras available 130 create a user controlled camera. There are some different cameras available
131 in the Irrlicht engine. For example the Maya Camera which can be controlled 131 in the Irrlicht engine. For example the Maya Camera which can be controlled
132 compareable to the camera in Maya: Rotate with left mouse button pressed, 132 compareable to the camera in Maya: Rotate with left mouse button pressed,
133 Zoom with both buttons pressed,<br> 133 Zoom with both buttons pressed,<br>
134 translate with right mouse button pressed. This could be created with 134 translate with right mouse button pressed. This could be created with
135 addCameraSceneNodeMaya(). But for this example, we want to create a camera 135 addCameraSceneNodeMaya(). But for this example, we want to create a camera
136 which behaves like the ones in first person shooter games (FPS):</p> 136 which behaves like the ones in first person shooter games (FPS):</p>
137 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 137 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
138 <tr> 138 <tr>
139 <td> <pre>smgr-&gt;addCameraSceneNodeFPS();</pre> </td> 139 <td> <pre>smgr-&gt;addCameraSceneNodeFPS();</pre> </td>
140 </tr> 140 </tr>
141 </table> 141 </table>
142 <p>The mouse cursor needs not to be visible, so we make it invisible. </p> 142 <p>The mouse cursor needs not to be visible, so we make it invisible. </p>
143 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 143 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
144 <tr> 144 <tr>
145 <td> <pre>device-&gt;getCursorControl()-&gt;setVisible(false);</pre> </td> 145 <td> <pre>device-&gt;getCursorControl()-&gt;setVisible(false);</pre> </td>
146 </tr> 146 </tr>
147 </table> 147 </table>
148 <p>We have done everything, so lets draw it. We also write the current frames 148 <p>We have done everything, so lets draw it. We also write the current frames
149 per second and the drawn primitives to the caption of the window. The 149 per second and the drawn primitives to the caption of the window. The
150 'if (device-&gt;isWindowActive())' line is optional, but prevents the 150 'if (device-&gt;isWindowActive())' line is optional, but prevents the
151 engine render to set the position of the mouse cursor after task switching 151 engine render to set the position of the mouse cursor after task switching
152 when other program are active.</p> 152 when other program are active.</p>
153 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 153 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
154 <tr> 154 <tr>
155 <td> <pre>int lastFPS = -1;</pre> 155 <td> <pre>int lastFPS = -1;</pre>
156 <pre>while(device-&gt;run()) 156 <pre>while(device-&gt;run())
157{ 157{
158 driver-&gt;beginScene(true, true, video::SColor(0,200,200,200)); 158 driver-&gt;beginScene(true, true, video::SColor(0,200,200,200));
159 smgr-&gt;drawAll(); 159 smgr-&gt;drawAll();
160 driver-&gt;endScene();</pre> 160 driver-&gt;endScene();</pre>
161 <pre> int fps = driver-&gt;getFPS();</pre> 161 <pre> int fps = driver-&gt;getFPS();</pre>
162 <pre> if (lastFPS != fps) 162 <pre> if (lastFPS != fps)
163 { 163 {
164 core::stringw str = L&quot;Irrlicht Engine - Quake 3 Map example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps; 164 core::stringw str = L&quot;Irrlicht Engine - Quake 3 Map example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;
165 } 165 }
166}</pre> </td> 166}</pre> </td>
167 </tr> 167 </tr>
168 </table> 168 </table>
169 <p>In the end, delete the Irrlicht device.</p> 169 <p>In the end, delete the Irrlicht device.</p>
170 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 170 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
171 <tr> 171 <tr>
172 <td> <pre> device-&gt;drop();<br> return 0;<br>}</pre> </td> 172 <td> <pre> device-&gt;drop();<br> return 0;<br>}</pre> </td>
173 </tr> 173 </tr>
174 </table> 174 </table>
175 <p>That's it. Compile and play around with the program. </p></td> 175 <p>That's it. Compile and play around with the program. </p></td>
176 </tr> 176 </tr>
177</table> 177</table>
178<p>&nbsp;</p> 178<p>&nbsp;</p>
179<p>&nbsp;</p> 179<p>&nbsp;</p>
180</body> 180</body>
181</html> 181</html>