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-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp616
-rw-r--r--libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html556
9 files changed, 1771 insertions, 1771 deletions
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile b/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile
index 05b68ec..1f38a6f 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/Makefile
@@ -1,38 +1,38 @@
1# Makefile for Irrlicht Examples 1# Makefile for Irrlicht Examples
2# It's usually sufficient to change just the target name and source file list 2# It's usually sufficient to change just the target name and source file list
3# and be sure that CXX is set to a valid compiler 3# and be sure that CXX is set to a valid compiler
4Target = 08.SpecialFX 4Target = 08.SpecialFX
5Sources = main.cpp 5Sources = main.cpp
6 6
7# general compiler settings 7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include 8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math 9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall 10#CXXFLAGS = -g -Wall
11 11
12#default target is Linux 12#default target is Linux
13all: all_linux 13all: all_linux
14 14
15ifeq ($(HOSTTYPE), x86_64) 15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64 16LIBSELECT=64
17endif 17endif
18 18
19# target specific settings 19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor 20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux 21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32 clean_win32: SYSTEM=Win32-gcc 23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe 24all_win32 clean_win32: SUF=.exe
25# name of the binary - only valid for targets which set SYSTEM 25# name of the binary - only valid for targets which set SYSTEM
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27 27
28all_linux all_win32: 28all_linux all_win32:
29 $(warning Building...) 29 $(warning Building...)
30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 30 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
31 31
32clean: clean_linux clean_win32 32clean: clean_linux clean_win32
33 $(warning Cleaning...) 33 $(warning Cleaning...)
34 34
35clean_linux clean_win32: 35clean_linux clean_win32:
36 @$(RM) $(DESTPATH) 36 @$(RM) $(DESTPATH)
37 37
38.PHONY: all all_win32 clean clean_linux clean_win32 38.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev
index b2c2f26..e8d4eab 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 08 Special Effects 3Name=Irrlicht Example 08 Special Effects
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=08.SpecialFX.exe 21OverrideOutputName=08.SpecialFX.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/08.SpecialFX/SpecialFX.vcproj b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj
index e22266e..e73ef8e 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX.vcproj
@@ -1,163 +1,163 @@
1<?xml version="1.0" encoding="Windows-1252"?> 1<?xml version="1.0" encoding="Windows-1252"?>
2<VisualStudioProject 2<VisualStudioProject
3 ProjectType="Visual C++" 3 ProjectType="Visual C++"
4 Version="7.10" 4 Version="7.10"
5 Name="08.SpecialFx" 5 Name="08.SpecialFx"
6 ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}" 6 ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
7 SccProjectName="" 7 SccProjectName=""
8 SccLocalPath=""> 8 SccLocalPath="">
9 <Platforms> 9 <Platforms>
10 <Platform 10 <Platform
11 Name="Win32"/> 11 Name="Win32"/>
12 </Platforms> 12 </Platforms>
13 <Configurations> 13 <Configurations>
14 <Configuration 14 <Configuration
15 Name="Release|Win32" 15 Name="Release|Win32"
16 OutputDirectory=".\Release" 16 OutputDirectory=".\Release"
17 IntermediateDirectory=".\Release" 17 IntermediateDirectory=".\Release"
18 ConfigurationType="1" 18 ConfigurationType="1"
19 UseOfMFC="0" 19 UseOfMFC="0"
20 ATLMinimizesCRunTimeLibraryUsage="FALSE" 20 ATLMinimizesCRunTimeLibraryUsage="FALSE"
21 CharacterSet="2"> 21 CharacterSet="2">
22 <Tool 22 <Tool
23 Name="VCCLCompilerTool" 23 Name="VCCLCompilerTool"
24 Optimization="2" 24 Optimization="2"
25 InlineFunctionExpansion="1" 25 InlineFunctionExpansion="1"
26 AdditionalIncludeDirectories="..\..\include" 26 AdditionalIncludeDirectories="..\..\include"
27 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" 27 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
28 StringPooling="TRUE" 28 StringPooling="TRUE"
29 RuntimeLibrary="4" 29 RuntimeLibrary="4"
30 EnableFunctionLevelLinking="TRUE" 30 EnableFunctionLevelLinking="TRUE"
31 UsePrecompiledHeader="2" 31 UsePrecompiledHeader="2"
32 PrecompiledHeaderFile=".\Release/SpecialFX.pch" 32 PrecompiledHeaderFile=".\Release/SpecialFX.pch"
33 AssemblerListingLocation=".\Release/" 33 AssemblerListingLocation=".\Release/"
34 ObjectFile=".\Release/" 34 ObjectFile=".\Release/"
35 ProgramDataBaseFileName=".\Release/" 35 ProgramDataBaseFileName=".\Release/"
36 WarningLevel="3" 36 WarningLevel="3"
37 SuppressStartupBanner="TRUE" 37 SuppressStartupBanner="TRUE"
38 CompileAs="0"/> 38 CompileAs="0"/>
39 <Tool 39 <Tool
40 Name="VCCustomBuildTool"/> 40 Name="VCCustomBuildTool"/>
41 <Tool 41 <Tool
42 Name="VCLinkerTool" 42 Name="VCLinkerTool"
43 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" 43 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
44 LinkIncremental="0" 44 LinkIncremental="0"
45 SuppressStartupBanner="TRUE" 45 SuppressStartupBanner="TRUE"
46 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 46 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
47 ProgramDatabaseFile=".\Release/SpecialFx.pdb" 47 ProgramDatabaseFile=".\Release/SpecialFx.pdb"
48 SubSystem="1" 48 SubSystem="1"
49 TargetMachine="1"/> 49 TargetMachine="1"/>
50 <Tool 50 <Tool
51 Name="VCMIDLTool" 51 Name="VCMIDLTool"
52 TypeLibraryName=".\Release/SpecialFX.tlb" 52 TypeLibraryName=".\Release/SpecialFX.tlb"
53 HeaderFileName=""/> 53 HeaderFileName=""/>
54 <Tool 54 <Tool
55 Name="VCPostBuildEventTool"/> 55 Name="VCPostBuildEventTool"/>
56 <Tool 56 <Tool
57 Name="VCPreBuildEventTool"/> 57 Name="VCPreBuildEventTool"/>
58 <Tool 58 <Tool
59 Name="VCPreLinkEventTool"/> 59 Name="VCPreLinkEventTool"/>
60 <Tool 60 <Tool
61 Name="VCResourceCompilerTool" 61 Name="VCResourceCompilerTool"
62 PreprocessorDefinitions="NDEBUG" 62 PreprocessorDefinitions="NDEBUG"
63 Culture="3079"/> 63 Culture="3079"/>
64 <Tool 64 <Tool
65 Name="VCWebServiceProxyGeneratorTool"/> 65 Name="VCWebServiceProxyGeneratorTool"/>
66 <Tool 66 <Tool
67 Name="VCXMLDataGeneratorTool"/> 67 Name="VCXMLDataGeneratorTool"/>
68 <Tool 68 <Tool
69 Name="VCWebDeploymentTool"/> 69 Name="VCWebDeploymentTool"/>
70 <Tool 70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/> 71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool 72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration> 74 </Configuration>
75 <Configuration 75 <Configuration
76 Name="Debug|Win32" 76 Name="Debug|Win32"
77 OutputDirectory=".\Debug" 77 OutputDirectory=".\Debug"
78 IntermediateDirectory=".\Debug" 78 IntermediateDirectory=".\Debug"
79 ConfigurationType="1" 79 ConfigurationType="1"
80 UseOfMFC="0" 80 UseOfMFC="0"
81 ATLMinimizesCRunTimeLibraryUsage="FALSE" 81 ATLMinimizesCRunTimeLibraryUsage="FALSE"
82 CharacterSet="2"> 82 CharacterSet="2">
83 <Tool 83 <Tool
84 Name="VCCLCompilerTool" 84 Name="VCCLCompilerTool"
85 Optimization="0" 85 Optimization="0"
86 AdditionalIncludeDirectories="..\..\include" 86 AdditionalIncludeDirectories="..\..\include"
87 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" 87 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
88 BasicRuntimeChecks="3" 88 BasicRuntimeChecks="3"
89 RuntimeLibrary="5" 89 RuntimeLibrary="5"
90 UsePrecompiledHeader="2" 90 UsePrecompiledHeader="2"
91 PrecompiledHeaderFile=".\Debug/SpecialFX.pch" 91 PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
92 AssemblerListingLocation=".\Debug/" 92 AssemblerListingLocation=".\Debug/"
93 ObjectFile=".\Debug/" 93 ObjectFile=".\Debug/"
94 ProgramDataBaseFileName=".\Debug/" 94 ProgramDataBaseFileName=".\Debug/"
95 WarningLevel="3" 95 WarningLevel="3"
96 SuppressStartupBanner="TRUE" 96 SuppressStartupBanner="TRUE"
97 DebugInformationFormat="4" 97 DebugInformationFormat="4"
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\08.SpecialFx.exe" 103 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
104 LinkIncremental="0" 104 LinkIncremental="0"
105 SuppressStartupBanner="TRUE" 105 SuppressStartupBanner="TRUE"
106 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 106 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
107 GenerateDebugInformation="TRUE" 107 GenerateDebugInformation="TRUE"
108 ProgramDatabaseFile=".\Debug/SpecialFx.pdb" 108 ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
109 SubSystem="1" 109 SubSystem="1"
110 TargetMachine="1"/> 110 TargetMachine="1"/>
111 <Tool 111 <Tool
112 Name="VCMIDLTool" 112 Name="VCMIDLTool"
113 TypeLibraryName=".\Debug/SpecialFX.tlb" 113 TypeLibraryName=".\Debug/SpecialFX.tlb"
114 HeaderFileName=""/> 114 HeaderFileName=""/>
115 <Tool 115 <Tool
116 Name="VCPostBuildEventTool"/> 116 Name="VCPostBuildEventTool"/>
117 <Tool 117 <Tool
118 Name="VCPreBuildEventTool"/> 118 Name="VCPreBuildEventTool"/>
119 <Tool 119 <Tool
120 Name="VCPreLinkEventTool"/> 120 Name="VCPreLinkEventTool"/>
121 <Tool 121 <Tool
122 Name="VCResourceCompilerTool" 122 Name="VCResourceCompilerTool"
123 PreprocessorDefinitions="_DEBUG" 123 PreprocessorDefinitions="_DEBUG"
124 Culture="3079"/> 124 Culture="3079"/>
125 <Tool 125 <Tool
126 Name="VCWebServiceProxyGeneratorTool"/> 126 Name="VCWebServiceProxyGeneratorTool"/>
127 <Tool 127 <Tool
128 Name="VCXMLDataGeneratorTool"/> 128 Name="VCXMLDataGeneratorTool"/>
129 <Tool 129 <Tool
130 Name="VCWebDeploymentTool"/> 130 Name="VCWebDeploymentTool"/>
131 <Tool 131 <Tool
132 Name="VCManagedWrapperGeneratorTool"/> 132 Name="VCManagedWrapperGeneratorTool"/>
133 <Tool 133 <Tool
134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
135 </Configuration> 135 </Configuration>
136 </Configurations> 136 </Configurations>
137 <References> 137 <References>
138 </References> 138 </References>
139 <Files> 139 <Files>
140 <File 140 <File
141 RelativePath="main.cpp"> 141 RelativePath="main.cpp">
142 <FileConfiguration 142 <FileConfiguration
143 Name="Release|Win32"> 143 Name="Release|Win32">
144 <Tool 144 <Tool
145 Name="VCCLCompilerTool" 145 Name="VCCLCompilerTool"
146 Optimization="2" 146 Optimization="2"
147 AdditionalIncludeDirectories="" 147 AdditionalIncludeDirectories=""
148 PreprocessorDefinitions=""/> 148 PreprocessorDefinitions=""/>
149 </FileConfiguration> 149 </FileConfiguration>
150 <FileConfiguration 150 <FileConfiguration
151 Name="Debug|Win32"> 151 Name="Debug|Win32">
152 <Tool 152 <Tool
153 Name="VCCLCompilerTool" 153 Name="VCCLCompilerTool"
154 Optimization="0" 154 Optimization="0"
155 AdditionalIncludeDirectories="" 155 AdditionalIncludeDirectories=""
156 PreprocessorDefinitions="" 156 PreprocessorDefinitions=""
157 BasicRuntimeChecks="3"/> 157 BasicRuntimeChecks="3"/>
158 </FileConfiguration> 158 </FileConfiguration>
159 </File> 159 </File>
160 </Files> 160 </Files>
161 <Globals> 161 <Globals>
162 </Globals> 162 </Globals>
163</VisualStudioProject> 163</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj
index c46d1c0..aede93f 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/SpecialFX_vc10.vcxproj
@@ -1,231 +1,231 @@
1<?xml version="1.0" encoding="utf-8"?> 1<?xml version="1.0" encoding="utf-8"?>
2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3 <ItemGroup Label="ProjectConfigurations"> 3 <ItemGroup Label="ProjectConfigurations">
4 <ProjectConfiguration Include="Debug|Win32"> 4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration> 5 <Configuration>Debug</Configuration>
6 <Platform>Win32</Platform> 6 <Platform>Win32</Platform>
7 </ProjectConfiguration> 7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64"> 8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration> 9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform> 10 <Platform>x64</Platform>
11 </ProjectConfiguration> 11 </ProjectConfiguration>
12 <ProjectConfiguration Include="Release|Win32"> 12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration> 13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform> 14 <Platform>Win32</Platform>
15 </ProjectConfiguration> 15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64"> 16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration> 17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform> 18 <Platform>x64</Platform>
19 </ProjectConfiguration> 19 </ProjectConfiguration>
20 </ItemGroup> 20 </ItemGroup>
21 <PropertyGroup Label="Globals"> 21 <PropertyGroup Label="Globals">
22 <ProjectName>08.SpecialFX</ProjectName> 22 <ProjectName>08.SpecialFX</ProjectName>
23 <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid> 23 <ProjectGuid>{C869BF55-B9D6-4980-BC92-60FA0CF8411A}</ProjectGuid>
24 <RootNamespace>SpecialFX</RootNamespace> 24 <RootNamespace>SpecialFX</RootNamespace>
25 </PropertyGroup> 25 </PropertyGroup>
26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> 26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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index 3e2e1c0..328c7c8 100644
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76 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" 76 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
77 LinkIncremental="0" 77 LinkIncremental="0"
78 SuppressStartupBanner="true" 78 SuppressStartupBanner="true"
79 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 79 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
80 ProgramDatabaseFile=".\Release/SpecialFx.pdb" 80 ProgramDatabaseFile=".\Release/SpecialFx.pdb"
81 SubSystem="1" 81 SubSystem="1"
82 RandomizedBaseAddress="1" 82 RandomizedBaseAddress="1"
83 DataExecutionPrevention="0" 83 DataExecutionPrevention="0"
84 TargetMachine="1" 84 TargetMachine="1"
85 /> 85 />
86 <Tool 86 <Tool
87 Name="VCALinkTool" 87 Name="VCALinkTool"
88 /> 88 />
89 <Tool 89 <Tool
90 Name="VCManifestTool" 90 Name="VCManifestTool"
91 /> 91 />
92 <Tool 92 <Tool
93 Name="VCXDCMakeTool" 93 Name="VCXDCMakeTool"
94 /> 94 />
95 <Tool 95 <Tool
96 Name="VCBscMakeTool" 96 Name="VCBscMakeTool"
97 /> 97 />
98 <Tool 98 <Tool
99 Name="VCFxCopTool" 99 Name="VCFxCopTool"
100 /> 100 />
101 <Tool 101 <Tool
102 Name="VCAppVerifierTool" 102 Name="VCAppVerifierTool"
103 /> 103 />
104 <Tool 104 <Tool
105 Name="VCPostBuildEventTool" 105 Name="VCPostBuildEventTool"
106 /> 106 />
107 </Configuration> 107 </Configuration>
108 <Configuration 108 <Configuration
109 Name="Debug|Win32" 109 Name="Debug|Win32"
110 OutputDirectory=".\Debug" 110 OutputDirectory=".\Debug"
111 IntermediateDirectory=".\Debug" 111 IntermediateDirectory=".\Debug"
112 ConfigurationType="1" 112 ConfigurationType="1"
113 InheritedPropertySheets="$(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=".\Debug/SpecialFX.tlb" 132 TypeLibraryName=".\Debug/SpecialFX.tlb"
133 HeaderFileName="" 133 HeaderFileName=""
134 /> 134 />
135 <Tool 135 <Tool
136 Name="VCCLCompilerTool" 136 Name="VCCLCompilerTool"
137 Optimization="0" 137 Optimization="0"
138 AdditionalIncludeDirectories="..\..\include" 138 AdditionalIncludeDirectories="..\..\include"
139 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" 139 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
140 BasicRuntimeChecks="3" 140 BasicRuntimeChecks="3"
141 RuntimeLibrary="1" 141 RuntimeLibrary="1"
142 UsePrecompiledHeader="0" 142 UsePrecompiledHeader="0"
143 PrecompiledHeaderFile=".\Debug/SpecialFX.pch" 143 PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
144 AssemblerListingLocation=".\Debug/" 144 AssemblerListingLocation=".\Debug/"
145 ObjectFile=".\Debug/" 145 ObjectFile=".\Debug/"
146 ProgramDataBaseFileName=".\Debug/" 146 ProgramDataBaseFileName=".\Debug/"
147 WarningLevel="3" 147 WarningLevel="3"
148 SuppressStartupBanner="true" 148 SuppressStartupBanner="true"
149 DebugInformationFormat="4" 149 DebugInformationFormat="4"
150 CompileAs="0" 150 CompileAs="0"
151 /> 151 />
152 <Tool 152 <Tool
153 Name="VCManagedResourceCompilerTool" 153 Name="VCManagedResourceCompilerTool"
154 /> 154 />
155 <Tool 155 <Tool
156 Name="VCResourceCompilerTool" 156 Name="VCResourceCompilerTool"
157 PreprocessorDefinitions="_DEBUG" 157 PreprocessorDefinitions="_DEBUG"
158 Culture="3079" 158 Culture="3079"
159 /> 159 />
160 <Tool 160 <Tool
161 Name="VCPreLinkEventTool" 161 Name="VCPreLinkEventTool"
162 /> 162 />
163 <Tool 163 <Tool
164 Name="VCLinkerTool" 164 Name="VCLinkerTool"
165 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe" 165 OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
166 LinkIncremental="0" 166 LinkIncremental="0"
167 SuppressStartupBanner="true" 167 SuppressStartupBanner="true"
168 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 168 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
169 GenerateDebugInformation="true" 169 GenerateDebugInformation="true"
170 ProgramDatabaseFile=".\Debug/SpecialFx.pdb" 170 ProgramDatabaseFile=".\Debug/SpecialFx.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="Release|Win32" 206 Name="Release|Win32"
207 > 207 >
208 <Tool 208 <Tool
209 Name="VCCLCompilerTool" 209 Name="VCCLCompilerTool"
210 Optimization="2" 210 Optimization="2"
211 AdditionalIncludeDirectories="" 211 AdditionalIncludeDirectories=""
212 PreprocessorDefinitions="" 212 PreprocessorDefinitions=""
213 /> 213 />
214 </FileConfiguration> 214 </FileConfiguration>
215 <FileConfiguration 215 <FileConfiguration
216 Name="Debug|Win32" 216 Name="Debug|Win32"
217 > 217 >
218 <Tool 218 <Tool
219 Name="VCCLCompilerTool" 219 Name="VCCLCompilerTool"
220 Optimization="0" 220 Optimization="0"
221 AdditionalIncludeDirectories="" 221 AdditionalIncludeDirectories=""
222 PreprocessorDefinitions="" 222 PreprocessorDefinitions=""
223 BasicRuntimeChecks="3" 223 BasicRuntimeChecks="3"
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/08.SpecialFX/main.cpp b/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp
index d8f32f7..cf06da4 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/main.cpp
@@ -1,308 +1,308 @@
1/** Example 008 SpecialFX 1/** Example 008 SpecialFX
2 2
3This tutorials describes how to do special effects. It shows how to use stencil 3This tutorials describes how to do special effects. It shows how to use stencil
4buffer shadows, the particle system, billboards, dynamic light, and the water 4buffer shadows, the particle system, billboards, dynamic light, and the water
5surface scene node. 5surface scene node.
6 6
7We start like in some tutorials before. Please note that this time, the 7We start like in some tutorials before. Please note that this time, the
8'shadows' flag in createDevice() is set to true, for we want to have a dynamic 8'shadows' flag in createDevice() is set to true, for we want to have a dynamic
9shadow casted from an animated character. If this example runs too slow, 9shadow casted from an animated character. If this example runs too slow,
10set it to false. The Irrlicht Engine checks if your hardware doesn't support 10set it to false. The Irrlicht Engine checks if your hardware doesn't support
11the stencil buffer, and disables shadows by itself, but just in case the demo 11the stencil buffer, and disables shadows by itself, but just in case the demo
12runs slow on your hardware. 12runs slow on your hardware.
13*/ 13*/
14 14
15#include <irrlicht.h> 15#include <irrlicht.h>
16#include <iostream> 16#include <iostream>
17#include "driverChoice.h" 17#include "driverChoice.h"
18 18
19using namespace irr; 19using namespace irr;
20 20
21#ifdef _MSC_VER 21#ifdef _MSC_VER
22#pragma comment(lib, "Irrlicht.lib") 22#pragma comment(lib, "Irrlicht.lib")
23#endif 23#endif
24 24
25int main() 25int main()
26{ 26{
27 // ask if user would like shadows 27 // ask if user would like shadows
28 char i; 28 char i;
29 printf("Please press 'y' if you want to use realtime shadows.\n"); 29 printf("Please press 'y' if you want to use realtime shadows.\n");
30 30
31 std::cin >> i; 31 std::cin >> i;
32 32
33 const bool shadows = (i == 'y'); 33 const bool shadows = (i == 'y');
34 34
35 // ask user for driver 35 // ask user for driver
36 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 36 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
37 if (driverType==video::EDT_COUNT) 37 if (driverType==video::EDT_COUNT)
38 return 1; 38 return 1;
39 39
40 40
41 /* 41 /*
42 Create device and exit if creation failed. We make the stencil flag 42 Create device and exit if creation failed. We make the stencil flag
43 optional to avoid slow screen modes for runs without shadows. 43 optional to avoid slow screen modes for runs without shadows.
44 */ 44 */
45 45
46 IrrlichtDevice *device = 46 IrrlichtDevice *device =
47 createDevice(driverType, core::dimension2d<u32>(640, 480), 47 createDevice(driverType, core::dimension2d<u32>(640, 480),
48 16, false, shadows); 48 16, false, shadows);
49 49
50 if (device == 0) 50 if (device == 0)
51 return 1; // could not create selected driver. 51 return 1; // could not create selected driver.
52 52
53 video::IVideoDriver* driver = device->getVideoDriver(); 53 video::IVideoDriver* driver = device->getVideoDriver();
54 scene::ISceneManager* smgr = device->getSceneManager(); 54 scene::ISceneManager* smgr = device->getSceneManager();
55 55
56 /* 56 /*
57 For our environment, we load a .3ds file. It is a small room I modelled 57 For our environment, we load a .3ds file. It is a small room I modelled
58 with Anim8or and exported into the 3ds format because the Irrlicht 58 with Anim8or and exported into the 3ds format because the Irrlicht
59 Engine does not support the .an8 format. I am a very bad 3d graphic 59 Engine does not support the .an8 format. I am a very bad 3d graphic
60 artist, and so the texture mapping is not very nice in this model. 60 artist, and so the texture mapping is not very nice in this model.
61 Luckily I am a better programmer than artist, and so the Irrlicht 61 Luckily I am a better programmer than artist, and so the Irrlicht
62 Engine is able to create a cool texture mapping for me: Just use the 62 Engine is able to create a cool texture mapping for me: Just use the
63 mesh manipulator and create a planar texture mapping for the mesh. If 63 mesh manipulator and create a planar texture mapping for the mesh. If
64 you want to see the mapping I made with Anim8or, uncomment this line. I 64 you want to see the mapping I made with Anim8or, uncomment this line. I
65 also did not figure out how to set the material right in Anim8or, it 65 also did not figure out how to set the material right in Anim8or, it
66 has a specular light color which I don't really like. I'll switch it 66 has a specular light color which I don't really like. I'll switch it
67 off too with this code. 67 off too with this code.
68 */ 68 */
69 69
70 scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds"); 70 scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/room.3ds");
71 71
72 smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f); 72 smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
73 73
74 scene::ISceneNode* node = 0; 74 scene::ISceneNode* node = 0;
75 75
76 node = smgr->addAnimatedMeshSceneNode(mesh); 76 node = smgr->addAnimatedMeshSceneNode(mesh);
77 node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg")); 77 node->setMaterialTexture(0, driver->getTexture("../../media/wall.jpg"));
78 node->getMaterial(0).SpecularColor.set(0,0,0,0); 78 node->getMaterial(0).SpecularColor.set(0,0,0,0);
79 79
80 /* 80 /*
81 Now, for the first special effect: Animated water. It works like this: 81 Now, for the first special effect: Animated water. It works like this:
82 The WaterSurfaceSceneNode takes a mesh as input and makes it wave like 82 The WaterSurfaceSceneNode takes a mesh as input and makes it wave like
83 a water surface. And if we let this scene node use a nice material like 83 a water surface. And if we let this scene node use a nice material like
84 the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this 84 the EMT_REFLECTION_2_LAYER, it looks really cool. We are doing this
85 with the next few lines of code. As input mesh, we create a hill plane 85 with the next few lines of code. As input mesh, we create a hill plane
86 mesh, without hills. But any other mesh could be used for this, you 86 mesh, without hills. But any other mesh could be used for this, you
87 could even use the room.3ds (which would look really strange) if you 87 could even use the room.3ds (which would look really strange) if you
88 want to. 88 want to.
89 */ 89 */
90 90
91 mesh = smgr->addHillPlaneMesh( "myHill", 91 mesh = smgr->addHillPlaneMesh( "myHill",
92 core::dimension2d<f32>(20,20), 92 core::dimension2d<f32>(20,20),
93 core::dimension2d<u32>(40,40), 0, 0, 93 core::dimension2d<u32>(40,40), 0, 0,
94 core::dimension2d<f32>(0,0), 94 core::dimension2d<f32>(0,0),
95 core::dimension2d<f32>(10,10)); 95 core::dimension2d<f32>(10,10));
96 96
97 node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f); 97 node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f);
98 node->setPosition(core::vector3df(0,7,0)); 98 node->setPosition(core::vector3df(0,7,0));
99 99
100 node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg")); 100 node->setMaterialTexture(0, driver->getTexture("../../media/stones.jpg"));
101 node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg")); 101 node->setMaterialTexture(1, driver->getTexture("../../media/water.jpg"));
102 102
103 node->setMaterialType(video::EMT_REFLECTION_2_LAYER); 103 node->setMaterialType(video::EMT_REFLECTION_2_LAYER);
104 104
105 /* 105 /*
106 The second special effect is very basic, I bet you saw it already in 106 The second special effect is very basic, I bet you saw it already in
107 some Irrlicht Engine demos: A transparent billboard combined with a 107 some Irrlicht Engine demos: A transparent billboard combined with a
108 dynamic light. We simply create a light scene node, let it fly around, 108 dynamic light. We simply create a light scene node, let it fly around,
109 and to make it look more cool, we attach a billboard scene node to it. 109 and to make it look more cool, we attach a billboard scene node to it.
110 */ 110 */
111 111
112 // create light 112 // create light
113 113
114 node = smgr->addLightSceneNode(0, core::vector3df(0,0,0), 114 node = smgr->addLightSceneNode(0, core::vector3df(0,0,0),
115 video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f); 115 video::SColorf(1.0f, 0.6f, 0.7f, 1.0f), 800.0f);
116 scene::ISceneNodeAnimator* anim = 0; 116 scene::ISceneNodeAnimator* anim = 0;
117 anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f); 117 anim = smgr->createFlyCircleAnimator (core::vector3df(0,150,0),250.0f);
118 node->addAnimator(anim); 118 node->addAnimator(anim);
119 anim->drop(); 119 anim->drop();
120 120
121 // attach billboard to light 121 // attach billboard to light
122 122
123 node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50)); 123 node = smgr->addBillboardSceneNode(node, core::dimension2d<f32>(50, 50));
124 node->setMaterialFlag(video::EMF_LIGHTING, false); 124 node->setMaterialFlag(video::EMF_LIGHTING, false);
125 node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 125 node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
126 node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp")); 126 node->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
127 127
128 /* 128 /*
129 The next special effect is a lot more interesting: A particle system. 129 The next special effect is a lot more interesting: A particle system.
130 The particle system in the Irrlicht Engine is quite modular and 130 The particle system in the Irrlicht Engine is quite modular and
131 extensible, but yet easy to use. There is a particle system scene node 131 extensible, but yet easy to use. There is a particle system scene node
132 into which you can put a particle emitter, which makes particles come out 132 into which you can put a particle emitter, which makes particles come out
133 of nothing. These emitters are quite flexible and usually have lots of 133 of nothing. These emitters are quite flexible and usually have lots of
134 parameters like direction, amount, and color of the particles they 134 parameters like direction, amount, and color of the particles they
135 create. 135 create.
136 136
137 There are different emitters, for example a point emitter which lets 137 There are different emitters, for example a point emitter which lets
138 particles pop out at a fixed point. If the particle emitters available 138 particles pop out at a fixed point. If the particle emitters available
139 in the engine are not enough for you, you can easily create your own 139 in the engine are not enough for you, you can easily create your own
140 ones, you'll simply have to create a class derived from the 140 ones, you'll simply have to create a class derived from the
141 IParticleEmitter interface and attach it to the particle system using 141 IParticleEmitter interface and attach it to the particle system using
142 setEmitter(). In this example we create a box particle emitter, which 142 setEmitter(). In this example we create a box particle emitter, which
143 creates particles randomly inside a box. The parameters define the box, 143 creates particles randomly inside a box. The parameters define the box,
144 direction of the particles, minimal and maximal new particles per 144 direction of the particles, minimal and maximal new particles per
145 second, color, and minimal and maximal lifetime of the particles. 145 second, color, and minimal and maximal lifetime of the particles.
146 146
147 Because only with emitters particle system would be a little bit 147 Because only with emitters particle system would be a little bit
148 boring, there are particle affectors which modify particles while 148 boring, there are particle affectors which modify particles while
149 they fly around. Affectors can be added to a particle system for 149 they fly around. Affectors can be added to a particle system for
150 simulating additional effects like gravity or wind. 150 simulating additional effects like gravity or wind.
151 The particle affector we use in this example is an affector which 151 The particle affector we use in this example is an affector which
152 modifies the color of the particles: It lets them fade out. Like the 152 modifies the color of the particles: It lets them fade out. Like the
153 particle emitters, additional particle affectors can also be 153 particle emitters, additional particle affectors can also be
154 implemented by you, simply derive a class from IParticleAffector and 154 implemented by you, simply derive a class from IParticleAffector and
155 add it with addAffector(). 155 add it with addAffector().
156 156
157 After we set a nice material to the particle system, we have a cool 157 After we set a nice material to the particle system, we have a cool
158 looking camp fire. By adjusting material, texture, particle emitter, 158 looking camp fire. By adjusting material, texture, particle emitter,
159 and affector parameters, it is also easily possible to create smoke, 159 and affector parameters, it is also easily possible to create smoke,
160 rain, explosions, snow, and so on. 160 rain, explosions, snow, and so on.
161 */ 161 */
162 162
163 // create a particle system 163 // create a particle system
164 164
165 scene::IParticleSystemSceneNode* ps = 165 scene::IParticleSystemSceneNode* ps =
166 smgr->addParticleSystemSceneNode(false); 166 smgr->addParticleSystemSceneNode(false);
167 167
168 scene::IParticleEmitter* em = ps->createBoxEmitter( 168 scene::IParticleEmitter* em = ps->createBoxEmitter(
169 core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size 169 core::aabbox3d<f32>(-7,0,-7,7,1,7), // emitter size
170 core::vector3df(0.0f,0.06f,0.0f), // initial direction 170 core::vector3df(0.0f,0.06f,0.0f), // initial direction
171 80,100, // emit rate 171 80,100, // emit rate
172 video::SColor(0,255,255,255), // darkest color 172 video::SColor(0,255,255,255), // darkest color
173 video::SColor(0,255,255,255), // brightest color 173 video::SColor(0,255,255,255), // brightest color
174 800,2000,0, // min and max age, angle 174 800,2000,0, // min and max age, angle
175 core::dimension2df(10.f,10.f), // min size 175 core::dimension2df(10.f,10.f), // min size
176 core::dimension2df(20.f,20.f)); // max size 176 core::dimension2df(20.f,20.f)); // max size
177 177
178 ps->setEmitter(em); // this grabs the emitter 178 ps->setEmitter(em); // this grabs the emitter
179 em->drop(); // so we can drop it here without deleting it 179 em->drop(); // so we can drop it here without deleting it
180 180
181 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector(); 181 scene::IParticleAffector* paf = ps->createFadeOutParticleAffector();
182 182
183 ps->addAffector(paf); // same goes for the affector 183 ps->addAffector(paf); // same goes for the affector
184 paf->drop(); 184 paf->drop();
185 185
186 ps->setPosition(core::vector3df(-70,60,40)); 186 ps->setPosition(core::vector3df(-70,60,40));
187 ps->setScale(core::vector3df(2,2,2)); 187 ps->setScale(core::vector3df(2,2,2));
188 ps->setMaterialFlag(video::EMF_LIGHTING, false); 188 ps->setMaterialFlag(video::EMF_LIGHTING, false);
189 ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); 189 ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
190 ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp")); 190 ps->setMaterialTexture(0, driver->getTexture("../../media/fire.bmp"));
191 ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 191 ps->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
192 192
193 /* 193 /*
194 Next we add a volumetric light node, which adds a glowing fake area light to 194 Next we add a volumetric light node, which adds a glowing fake area light to
195 the scene. Like with the billboards and particle systems we also assign a 195 the scene. Like with the billboards and particle systems we also assign a
196 texture for the desired effect, though this time we'll use a texture animator 196 texture for the desired effect, though this time we'll use a texture animator
197 to create the illusion of a magical glowing area effect. 197 to create the illusion of a magical glowing area effect.
198 */ 198 */
199 scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1, 199 scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
200 32, // Subdivisions on U axis 200 32, // Subdivisions on U axis
201 32, // Subdivisions on V axis 201 32, // Subdivisions on V axis
202 video::SColor(0, 255, 255, 255), // foot color 202 video::SColor(0, 255, 255, 255), // foot color
203 video::SColor(0, 0, 0, 0)); // tail color 203 video::SColor(0, 0, 0, 0)); // tail color
204 204
205 if (n) 205 if (n)
206 { 206 {
207 n->setScale(core::vector3df(56.0f, 56.0f, 56.0f)); 207 n->setScale(core::vector3df(56.0f, 56.0f, 56.0f));
208 n->setPosition(core::vector3df(-120,50,40)); 208 n->setPosition(core::vector3df(-120,50,40));
209 209
210 // load textures for animation 210 // load textures for animation
211 core::array<video::ITexture*> textures; 211 core::array<video::ITexture*> textures;
212 for (s32 g=7; g > 0; --g) 212 for (s32 g=7; g > 0; --g)
213 { 213 {
214 core::stringc tmp; 214 core::stringc tmp;
215 tmp = "../../media/portal"; 215 tmp = "../../media/portal";
216 tmp += g; 216 tmp += g;
217 tmp += ".bmp"; 217 tmp += ".bmp";
218 video::ITexture* t = driver->getTexture( tmp.c_str() ); 218 video::ITexture* t = driver->getTexture( tmp.c_str() );
219 textures.push_back(t); 219 textures.push_back(t);
220 } 220 }
221 221
222 // create texture animator 222 // create texture animator
223 scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150); 223 scene::ISceneNodeAnimator* glow = smgr->createTextureAnimator(textures, 150);
224 224
225 // add the animator 225 // add the animator
226 n->addAnimator(glow); 226 n->addAnimator(glow);
227 227
228 // drop the animator because it was created with a create() function 228 // drop the animator because it was created with a create() function
229 glow->drop(); 229 glow->drop();
230 } 230 }
231 231
232 /* 232 /*
233 As our last special effect, we want a dynamic shadow be casted from an 233 As our last special effect, we want a dynamic shadow be casted from an
234 animated character. For this we load a DirectX .x model and place it 234 animated character. For this we load a DirectX .x model and place it
235 into our world. For creating the shadow, we simply need to call 235 into our world. For creating the shadow, we simply need to call
236 addShadowVolumeSceneNode(). The color of shadows is only adjustable 236 addShadowVolumeSceneNode(). The color of shadows is only adjustable
237 globally for all shadows, by calling ISceneManager::setShadowColor(). 237 globally for all shadows, by calling ISceneManager::setShadowColor().
238 Voila, here is our dynamic shadow. 238 Voila, here is our dynamic shadow.
239 239
240 Because the character is a little bit too small for this scene, we make 240 Because the character is a little bit too small for this scene, we make
241 it bigger using setScale(). And because the character is lighted by a 241 it bigger using setScale(). And because the character is lighted by a
242 dynamic light, we need to normalize the normals to make the lighting on 242 dynamic light, we need to normalize the normals to make the lighting on
243 it correct. This is always necessary if the scale of a dynamic lighted 243 it correct. This is always necessary if the scale of a dynamic lighted
244 model is not (1,1,1). Otherwise it would get too dark or too bright 244 model is not (1,1,1). Otherwise it would get too dark or too bright
245 because the normals will be scaled too. 245 because the normals will be scaled too.
246 */ 246 */
247 247
248 // add animated character 248 // add animated character
249 249
250 mesh = smgr->getMesh("../../media/dwarf.x"); 250 mesh = smgr->getMesh("../../media/dwarf.x");
251 scene::IAnimatedMeshSceneNode* anode = 0; 251 scene::IAnimatedMeshSceneNode* anode = 0;
252 252
253 anode = smgr->addAnimatedMeshSceneNode(mesh); 253 anode = smgr->addAnimatedMeshSceneNode(mesh);
254 anode->setPosition(core::vector3df(-50,20,-60)); 254 anode->setPosition(core::vector3df(-50,20,-60));
255 anode->setAnimationSpeed(15); 255 anode->setAnimationSpeed(15);
256 256
257 // add shadow 257 // add shadow
258 anode->addShadowVolumeSceneNode(); 258 anode->addShadowVolumeSceneNode();
259 smgr->setShadowColor(video::SColor(150,0,0,0)); 259 smgr->setShadowColor(video::SColor(150,0,0,0));
260 260
261 // make the model a little bit bigger and normalize its normals 261 // make the model a little bit bigger and normalize its normals
262 // because of the scaling, for correct lighting 262 // because of the scaling, for correct lighting
263 anode->setScale(core::vector3df(2,2,2)); 263 anode->setScale(core::vector3df(2,2,2));
264 anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); 264 anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
265 265
266 /* 266 /*
267 Finally we simply have to draw everything, that's all. 267 Finally we simply have to draw everything, that's all.
268 */ 268 */
269 269
270 scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(); 270 scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
271 camera->setPosition(core::vector3df(-50,50,-150)); 271 camera->setPosition(core::vector3df(-50,50,-150));
272 camera->setFarValue(10000.0f); // this increase a shadow visible range. 272 camera->setFarValue(10000.0f); // this increase a shadow visible range.
273 273
274 // disable mouse cursor 274 // disable mouse cursor
275 device->getCursorControl()->setVisible(false); 275 device->getCursorControl()->setVisible(false);
276 276
277 s32 lastFPS = -1; 277 s32 lastFPS = -1;
278 278
279 while(device->run()) 279 while(device->run())
280 if (device->isWindowActive()) 280 if (device->isWindowActive())
281 { 281 {
282 driver->beginScene(true, true, 0); 282 driver->beginScene(true, true, 0);
283 283
284 smgr->drawAll(); 284 smgr->drawAll();
285 285
286 driver->endScene(); 286 driver->endScene();
287 287
288 const s32 fps = driver->getFPS(); 288 const s32 fps = driver->getFPS();
289 289
290 if (lastFPS != fps) 290 if (lastFPS != fps)
291 { 291 {
292 core::stringw str = L"Irrlicht Engine - SpecialFX example ["; 292 core::stringw str = L"Irrlicht Engine - SpecialFX example [";
293 str += driver->getName(); 293 str += driver->getName();
294 str += "] FPS:"; 294 str += "] FPS:";
295 str += fps; 295 str += fps;
296 296
297 device->setWindowCaption(str.c_str()); 297 device->setWindowCaption(str.c_str());
298 lastFPS = fps; 298 lastFPS = fps;
299 } 299 }
300 } 300 }
301 301
302 device->drop(); 302 device->drop();
303 303
304 return 0; 304 return 0;
305} 305}
306 306
307/* 307/*
308**/ 308**/
diff --git a/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html b/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html
index 8c1fc51..126ef16 100644
--- a/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/08.SpecialFX/tutorial.html
@@ -1,278 +1,278 @@
1<html> 1<html>
2<head> 2<head>
3<title>Irrlicht Engine Tutorial</title> 3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head> 5</head>
6 6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> 7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br> 8<br>
9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr> 10 <tr>
11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> 11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
12 <td bgcolor="#666699" width="100%"> 12 <td bgcolor="#666699" width="100%">
13<div align="center"> 13<div align="center">
14<div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div> 14<div align="left"><b><font color="#FFFFFF">Tutorial 8. Special Effects</font></b></div>
15 </div> 15 </div>
16 </td> 16 </td>
17 </tr> 17 </tr>
18 <tr bgcolor="#eeeeff"> 18 <tr bgcolor="#eeeeff">
19 <td height="90" colspan="2"> 19 <td height="90" colspan="2">
20 <div align="left"> 20 <div align="left">
21 <p>This tutorials describes how to do special effects. It shows how to 21 <p>This tutorials describes how to do special effects. It shows how to
22 use stencil buffer shadows, the particle system, billboards, dynamic 22 use stencil buffer shadows, the particle system, billboards, dynamic
23 light and the water surface scene node. </p> 23 light and the water surface scene node. </p>
24 <p>The program which is described here will look like this:</p> 24 <p>The program which is described here will look like this:</p>
25 <p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><br> 25 <p align="center"><img src="../../media/008shot.jpg" width="259" height="204"><br>
26 </p> 26 </p>
27 </div> 27 </div>
28 </td> 28 </td>
29 </tr> 29 </tr>
30</table> 30</table>
31<br> 31<br>
32<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 32<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
33 <tr> 33 <tr>
34 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> 34 <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
35 </tr> 35 </tr>
36 <tr> 36 <tr>
37 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 37 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
38 <div align="left"> 38 <div align="left">
39 <p>We start like in some tutorials before. Please note that this time, 39 <p>We start like in some tutorials before. Please note that this time,
40 the 'shadows' flag in createDevice() is set to true, for we want to 40 the 'shadows' flag in createDevice() is set to true, for we want to
41 have a dynamic shadow casted from an animated character. If your this 41 have a dynamic shadow casted from an animated character. If your this
42 example runs to slow, set it to false. The Irrlicht Engine checks 42 example runs to slow, set it to false. The Irrlicht Engine checks
43 if your hardware doesn't support the stencil buffer, and disables 43 if your hardware doesn't support the stencil buffer, and disables
44 shadows by itself, but just in case the demo runs slow on your hardware.</p> 44 shadows by itself, but just in case the demo runs slow on your hardware.</p>
45 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 45 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
46 <tr> 46 <tr>
47 <td> <pre><font color="#008000" size="2">#include &lt;irrlicht.h&gt; 47 <td> <pre><font color="#008000" size="2">#include &lt;irrlicht.h&gt;
48#include &lt;iostream&gt;<br> 48#include &lt;iostream&gt;<br>
49</font><font size="2"><b>using namespace </b>irr; 49</font><font size="2"><b>using namespace </b>irr;
50 50
51<font color="#008000">#pragma comment(lib, &quot;Irrlicht.lib&quot;) 51<font color="#008000">#pragma comment(lib, &quot;Irrlicht.lib&quot;)
52 52
53</font><b>int </b>main() 53</font><b>int </b>main()
54{ 54{
55 // ask user for driver<br> video::E_DRIVER_TYPE driverType;<br> 55 // ask user for driver<br> video::E_DRIVER_TYPE driverType;<br>
56 printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } 56 printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
57 57
58 // create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType, 58 // create device and exit if creation failed<br> IrrlichtDevice *device = createDevice(driverType,
59 core::dimension2d&lt;s32&gt;(640, 480), 16, false, true); 59 core::dimension2d&lt;s32&gt;(640, 480), 16, false, true);
60 60
61 if (device == 0) 61 if (device == 0)
62 return 1; 62 return 1;
63 63
64 video::IVideoDriver* driver = device-&gt;getVideoDriver(); 64 video::IVideoDriver* driver = device-&gt;getVideoDriver();
65 scene::ISceneManager* smgr = device-&gt;getSceneManager();<font face="Courier New"> 65 scene::ISceneManager* smgr = device-&gt;getSceneManager();<font face="Courier New">
66</font></font></pre> 66</font></font></pre>
67 </td> 67 </td>
68 </tr> 68 </tr>
69 </table> 69 </table>
70 <p> For our environment, we load a .3ds file. It is a small room I modelled 70 <p> For our environment, we load a .3ds file. It is a small room I modelled
71 with Anim8or and exported it into the 3ds format because the Irrlicht 71 with Anim8or and exported it into the 3ds format because the Irrlicht
72 Engine did not support the .an8 format when I wrote this tutorial. 72 Engine did not support the .an8 format when I wrote this tutorial.
73 I am a very bad 3d graphic artist, and so the texture mapping is not 73 I am a very bad 3d graphic artist, and so the texture mapping is not
74 very nice in this model. Luckily I am a better programmer than artist, 74 very nice in this model. Luckily I am a better programmer than artist,
75 and so the Irrlicht Engine is able to create a cool texture mapping 75 and so the Irrlicht Engine is able to create a cool texture mapping
76 for me: Just use the mesh manipulator and create a planar texture 76 for me: Just use the mesh manipulator and create a planar texture
77 mapping for the mesh. If you want to see the mapping I made with Anim8or, 77 mapping for the mesh. If you want to see the mapping I made with Anim8or,
78 uncomment this line. I also did not figure out how to<br> 78 uncomment this line. I also did not figure out how to<br>
79 set the material right in Anim8or, it has a specular light color 79 set the material right in Anim8or, it has a specular light color
80 which I don't really<br> 80 which I don't really<br>
81 like. I'll switch it off too with this code.</p> 81 like. I'll switch it off too with this code.</p>
82 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 82 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
83 <tr> 83 <tr>
84 <td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr-&gt;getMesh( 84 <td> <pre><font size=2> scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(
85 <font color="#FF0000">&quot;../../media/room.3ds&quot;</font>); 85 <font color="#FF0000">&quot;../../media/room.3ds&quot;</font>);
86 86
87 smgr-&gt;getMeshManipulator()-&gt;makePlanarTextureMapping( 87 smgr-&gt;getMeshManipulator()-&gt;makePlanarTextureMapping(
88 mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>); 88 mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">0.008f</font>);
89 89
90 scene::ISceneNode* node = <font color="#800080">0</font>; 90 scene::ISceneNode* node = <font color="#800080">0</font>;
91 91
92 node = smgr-&gt;addAnimatedMeshSceneNode(mesh); 92 node = smgr-&gt;addAnimatedMeshSceneNode(mesh);
93 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/wall.jpg&quot;</font>)); 93 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/wall.jpg&quot;</font>));
94 node-&gt;getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td> 94 node-&gt;getMaterial(0).SpecularColor.set(0,0,0,0);</font></pre></td>
95 </tr> 95 </tr>
96 </table> 96 </table>
97 <p> Now, for the first special effect: Animated water. It works like 97 <p> Now, for the first special effect: Animated water. It works like
98 this: The WaterSurfaceSceneNode takes a mesh as input and makes it 98 this: The WaterSurfaceSceneNode takes a mesh as input and makes it
99 wave like a water surface. And if we let this scene node use a nice 99 wave like a water surface. And if we let this scene node use a nice
100 material like the MT_REFLECTION_2_LAYER, it looks really cool. We 100 material like the MT_REFLECTION_2_LAYER, it looks really cool. We
101 are doing this with the next few lines of code. As input mesh, we 101 are doing this with the next few lines of code. As input mesh, we
102 create a hill plane mesh, without hills. But any other mesh could 102 create a hill plane mesh, without hills. But any other mesh could
103 be used for this, you could even use the room.3ds (which would look 103 be used for this, you could even use the room.3ds (which would look
104 really strange) if you wanted to. </p> 104 really strange) if you wanted to. </p>
105 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 105 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
106 <tr> 106 <tr>
107 <td> <pre> mesh = smgr-&gt;addHillPlaneMesh(<font color="#FF0000">&quot;myHill&quot;</font>, 107 <td> <pre> mesh = smgr-&gt;addHillPlaneMesh(<font color="#FF0000">&quot;myHill&quot;</font>,
108 core::dimension2d&lt;f32&gt;(<font color="#800080">20</font>,<font color="#800080">20</font>), 108 core::dimension2d&lt;f32&gt;(<font color="#800080">20</font>,<font color="#800080">20</font>),
109 core::dimension2d&lt;s32&gt;(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>, 109 core::dimension2d&lt;s32&gt;(<font color="#800080">40</font>,<font color="#800080">40</font>), <font color="#800080">0</font>, <font color="#800080">0</font>,
110 core::dimension2d&lt;f32&gt;(<font color="#800080">0</font>,<font color="#800080">0</font>), 110 core::dimension2d&lt;f32&gt;(<font color="#800080">0</font>,<font color="#800080">0</font>),
111 core::dimension2d&lt;f32&gt;(<font color="#800080">10</font>,<font color="#800080">10</font>)); 111 core::dimension2d&lt;f32&gt;(<font color="#800080">10</font>,<font color="#800080">10</font>));
112 112
113 node = smgr-&gt;addWaterSurfaceSceneNode(mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>); 113 node = smgr-&gt;addWaterSurfaceSceneNode(mesh-&gt;getMesh(<font color="#800080">0</font>), <font color="#800080">3.0f</font>, <font color="#800080">300.0f</font>, <font color="#800080">30.0f</font>);
114 node-&gt;setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>)); 114 node-&gt;setPosition(core::vector3df(<font color="#800080">0</font>,<font color="#800080">7</font>,<font color="#800080">0</font>));
115 115
116 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/stones.jpg&quot;</font>)); 116 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/stones.jpg&quot;</font>));
117 node-&gt;setMaterialTexture(<font color="#800080">1</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/water.jpg&quot;</font>)); 117 node-&gt;setMaterialTexture(<font color="#800080">1</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/water.jpg&quot;</font>));
118 118
119 node-&gt;setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">); 119 node-&gt;setMaterialType(video::EMT_REFLECTION_2_LAYER<font size=3 face="Courier New">);
120</font></pre></td> 120</font></pre></td>
121 </tr> 121 </tr>
122 </table> 122 </table>
123 <p> The second special effect is very basic, I bet you saw it already 123 <p> The second special effect is very basic, I bet you saw it already
124 in some Irrlicht Engine demos: A transparent billboard combined with 124 in some Irrlicht Engine demos: A transparent billboard combined with
125 a dynamic light. We simply create a light scene node, let it fly around, 125 a dynamic light. We simply create a light scene node, let it fly around,
126 an to make it look more cool, we attach a billboard scene node to 126 an to make it look more cool, we attach a billboard scene node to
127 it.</p> 127 it.</p>
128 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 128 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
129 <tr> 129 <tr>
130 <td> <pre><font size=2> <font color="#0A246A"><i>// create light 130 <td> <pre><font size=2> <font color="#0A246A"><i>// create light
131 131
132</i></font> node = smgr-&gt;addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>), 132</i></font> node = smgr-&gt;addLightSceneNode(<font color="#800080">0</font>, core::vector3df(<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>),
133 video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>); 133 video::SColorf(<font color="#800080">1.0f</font>, <font color="#800080">0.6f</font>, <font color="#800080">0.7f</font>, <font color="#800080">1.0f</font>), <font color="#800080">600.0f</font>);
134 scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>; 134 scene::ISceneNodeAnimator* anim = <font color="#800080">0</font>;
135 anim = smgr-&gt;createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>); 135 anim = smgr-&gt;createFlyCircleAnimator (core::vector3df(<font color="#800080">0</font>,<font color="#800080">150</font>,<font color="#800080">0</font>),<font color="#800080">250.0f</font>);
136 node-&gt;addAnimator(anim); 136 node-&gt;addAnimator(anim);
137 anim-&gt;drop(); 137 anim-&gt;drop();
138 138
139 <font color="#0A246A"><i>// attach billboard to light 139 <font color="#0A246A"><i>// attach billboard to light
140 140
141</i></font> node = smgr-&gt;addBillboardSceneNode(node, core::dimension2d&lt;f32&gt;(<font color="#800080">50</font>, <font color="#800080">50</font>)); 141</i></font> node = smgr-&gt;addBillboardSceneNode(node, core::dimension2d&lt;f32&gt;(<font color="#800080">50</font>, <font color="#800080">50</font>));
142 node-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); 142 node-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
143 node-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); 143 node-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
144 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particlewhite.bmp&quot;</font>)); 144 node-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particlewhite.bmp&quot;</font>));
145 145
146</font></pre></td> 146</font></pre></td>
147 </tr> 147 </tr>
148 </table> 148 </table>
149 <p> The next special effect is a lot more interesting: A particle system. 149 <p> The next special effect is a lot more interesting: A particle system.
150 The particle system in the Irrlicht Engine is quit modular and extensible 150 The particle system in the Irrlicht Engine is quit modular and extensible
151 and yet easy to use. There is a particle system scene node into which 151 and yet easy to use. There is a particle system scene node into which
152 you can put particle emitters, which make particles come out of nothing. 152 you can put particle emitters, which make particles come out of nothing.
153 These emitters are quite flexible and usually have lots of parameters 153 These emitters are quite flexible and usually have lots of parameters
154 like direction, amount and color of the particles they should create.<br> 154 like direction, amount and color of the particles they should create.<br>
155 There are different emitters, for example a point emitter which lets 155 There are different emitters, for example a point emitter which lets
156 particles pop out at a fixed point. If the particle emitters available 156 particles pop out at a fixed point. If the particle emitters available
157 in the engine are not enough for you, you can easily create your own 157 in the engine are not enough for you, you can easily create your own
158 ones, you'll simply have to create a class derived from the IParticleEmitter 158 ones, you'll simply have to create a class derived from the IParticleEmitter
159 interface and attach it to the particle system using setEmitter().<br> 159 interface and attach it to the particle system using setEmitter().<br>
160 In this example we create a box particle emitter, which creates particles 160 In this example we create a box particle emitter, which creates particles
161 randomly inside a box. The parameters define the box, direction of 161 randomly inside a box. The parameters define the box, direction of
162 the particles, minimal and maximal new particles per second, color 162 the particles, minimal and maximal new particles per second, color
163 and minimal and maximal livetime of the particles.</p> 163 and minimal and maximal livetime of the particles.</p>
164 <p> Because only with emitters particle system would be a little bit 164 <p> Because only with emitters particle system would be a little bit
165 boring, there are particle affectors, which modify particles during 165 boring, there are particle affectors, which modify particles during
166 they fly around. They can be added to the particle system, simulating 166 they fly around. They can be added to the particle system, simulating
167 additional effects like gravity or wind. The particle affector we 167 additional effects like gravity or wind. The particle affector we
168 use in this example is an affector, which modifies the color of the 168 use in this example is an affector, which modifies the color of the
169 particles: It lets them fade out. Like the particle emitters, additional 169 particles: It lets them fade out. Like the particle emitters, additional
170 particle affectors can also be implemented by you, simply derive a 170 particle affectors can also be implemented by you, simply derive a
171 class from IParticleAffector and add it with addAffector(). After 171 class from IParticleAffector and add it with addAffector(). After
172 we set a nice material to the particle system, we have a cool looking 172 we set a nice material to the particle system, we have a cool looking
173 camp fire. By adjusting material, texture, particle emitter and affector 173 camp fire. By adjusting material, texture, particle emitter and affector
174 parameters, it is also easily possible to create smoke, rain, explosions, 174 parameters, it is also easily possible to create smoke, rain, explosions,
175 snow, and so on.<br> 175 snow, and so on.<br>
176 </p> 176 </p>
177 </div> 177 </div>
178 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 178 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
179 <tr> 179 <tr>
180 <td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>; 180 <td> <pre><font size="2"> scene::IParticleSystemSceneNode* ps = <font color="#800080">0</font>;
181 ps = smgr-&gt;addParticleSystemSceneNode(<b>false</b>); 181 ps = smgr-&gt;addParticleSystemSceneNode(<b>false</b>);
182 ps-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>)); 182 ps-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">60</font>,<font color="#800080">40</font>));
183 ps-&gt;setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>)); 183 ps-&gt;setScale(core::vector3df(<font color="#800080">2</font>,<font color="#800080">2</font>,<font color="#800080">2</font>));
184 184
185 ps-&gt;setParticleSize(core::dimension2d&lt;f32&gt;(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>)); 185 ps-&gt;setParticleSize(core::dimension2d&lt;f32&gt;(<font color="#800080">20.0f</font>, <font color="#800080">10.0f</font>));
186 186
187 scene::IParticleEmitter* em = ps-&gt;createBoxEmitter( 187 scene::IParticleEmitter* em = ps-&gt;createBoxEmitter(
188 core::aabbox3d&lt;f32&gt;(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>), 188 core::aabbox3d&lt;f32&gt;(-<font color="#800080">7</font>,<font color="#800080">0</font>,-<font color="#800080">7</font>,<font color="#800080">7</font>,<font color="#800080">1</font>,<font color="#800080">7</font>),
189 core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>), 189 core::vector3df(<font color="#800080">0.0f</font>,<font color="#800080">0.03f</font>,<font color="#800080">0.0f</font>),
190 <font color="#800080">80</font>,<font color="#800080">100</font>, 190 <font color="#800080">80</font>,<font color="#800080">100</font>,
191 video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), 191 video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>), video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">255</font>,<font color="#800080">255</font>),
192 <font color="#800080">800</font>,<font color="#800080">2000</font>); 192 <font color="#800080">800</font>,<font color="#800080">2000</font>);
193 193
194 ps-&gt;setEmitter(em); 194 ps-&gt;setEmitter(em);
195 em-&gt;drop(); 195 em-&gt;drop();
196 196
197 scene::IParticleAffector* paf = 197 scene::IParticleAffector* paf =
198 ps-&gt;createFadeOutParticleAffector(); 198 ps-&gt;createFadeOutParticleAffector();
199 199
200 ps-&gt;addAffector(paf); 200 ps-&gt;addAffector(paf);
201 paf-&gt;drop(); 201 paf-&gt;drop();
202 202
203 ps-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); 203 ps-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
204 ps-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particle.bmp&quot;</font>)); 204 ps-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<font color="#FF0000">&quot;../../media/particle.bmp&quot;</font>));
205 ps-&gt;setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td> 205 ps-&gt;setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA)<font size="2">;</font></font></pre></td>
206 </tr> 206 </tr>
207 </table> 207 </table>
208 <p> As our last special effect, we want a dynamic shadow be casted from 208 <p> As our last special effect, we want a dynamic shadow be casted from
209 an animated character. For this we load a DirectX .x model and place 209 an animated character. For this we load a DirectX .x model and place
210 it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode(). 210 it into our world. For creating the shadow, we simply need to call addShadowVolumeSceneNode().
211 The color of shadows is only adjustable globally for all shadows, by 211 The color of shadows is only adjustable globally for all shadows, by
212 calling ISceneManager::setShadowColor(). Voila, here is our dynamic 212 calling ISceneManager::setShadowColor(). Voila, here is our dynamic
213 shadow.<br> 213 shadow.<br>
214 Because the character is a little bit too small for this scene, we make 214 Because the character is a little bit too small for this scene, we make
215 it bigger using setScale(). And because the character is lighted by 215 it bigger using setScale(). And because the character is lighted by
216 a dynamic light, we need to normalize the normals to make the lighting 216 a dynamic light, we need to normalize the normals to make the lighting
217 on it correct. This is always necessary if the scale of a dynamic lighted 217 on it correct. This is always necessary if the scale of a dynamic lighted
218 model is not (1,1,1). Otherwise it would get too dark or too bright 218 model is not (1,1,1). Otherwise it would get too dark or too bright
219 because the normals will be scaled too.</p> 219 because the normals will be scaled too.</p>
220 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 220 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
221 <tr> 221 <tr>
222 <td><pre><font size=2> mesh = smgr-&gt;getMesh(<font color="#FF0000">&quot;../../media/dwarf.x&quot;</font>); 222 <td><pre><font size=2> mesh = smgr-&gt;getMesh(<font color="#FF0000">&quot;../../media/dwarf.x&quot;</font>);
223 scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>; 223 scene::IAnimatedMeshSceneNode* anode = <font color="#800080">0</font>;
224 224
225 anode = smgr-&gt;addAnimatedMeshSceneNode(mesh); 225 anode = smgr-&gt;addAnimatedMeshSceneNode(mesh);
226 anode-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>)); 226 anode-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">20</font>,-<font color="#800080">60</font>));
227 anode-&gt;setAnimationSpeed(15); 227 anode-&gt;setAnimationSpeed(15);
228<font color="#0A246A"> 228<font color="#0A246A">
229 // add shadow</font> 229 // add shadow</font>
230 anode-&gt;addShadowVolumeSceneNode(); 230 anode-&gt;addShadowVolumeSceneNode();
231 smgr-&gt;setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>)); 231 smgr-&gt;setShadowColor(video::SColor(<font color="#800080">220</font>,<font color="#800080">0</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
232</font><font size=2><font color="#0A246A"> 232</font><font size=2><font color="#0A246A">
233 // make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode-&gt;setScale(core::vector3df(2,2,2));<br> anode-&gt;setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td> 233 // make the model a little bit bigger and normalize its normals <br> // because of this for correct lighting</font><br> anode-&gt;setScale(core::vector3df(2,2,2));<br> anode-&gt;setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);</font><font size=3 face="Courier New"><br></font></pre></td>
234 </tr> 234 </tr>
235 </table> 235 </table>
236 <p> Finally we simply have to draw everything, that's all.</p> 236 <p> Finally we simply have to draw everything, that's all.</p>
237 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 237 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
238 <tr> 238 <tr>
239 <td><pre><font size=2> scene::ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS(); 239 <td><pre><font size=2> scene::ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS();
240 camera-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>)); 240 camera-&gt;setPosition(core::vector3df(-<font color="#800080">50</font>,<font color="#800080">50</font>,-<font color="#800080">150</font>));
241 241
242 242
243 <b>int </b>lastFPS = -<font color="#800080">1</font>; 243 <b>int </b>lastFPS = -<font color="#800080">1</font>;
244 244
245 <b>while</b>(device-&gt;run()) 245 <b>while</b>(device-&gt;run())
246 { 246 {
247 driver-&gt;beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); 247 driver-&gt;beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
248 248
249 smgr-&gt;drawAll(); 249 smgr-&gt;drawAll();
250 250
251 driver-&gt;endScene(); 251 driver-&gt;endScene();
252 252
253 <b>int </b>fps = driver-&gt;getFPS(); 253 <b>int </b>fps = driver-&gt;getFPS();
254 254
255 <b>if </b>(lastFPS != fps) 255 <b>if </b>(lastFPS != fps)
256 { 256 {
257 core::stringw str = L&quot;Irrlicht Engine - SpecialFX example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br><br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> } 257 core::stringw str = L&quot;Irrlicht Engine - SpecialFX example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br><br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
258 } 258 }
259 259
260 device-&gt;drop(); 260 device-&gt;drop();
261 261
262 <b>return </b><font color="#800080">0</font>; 262 <b>return </b><font color="#800080">0</font>;
263} 263}
264 264
265</font> 265</font>
266</pre></td> 266</pre></td>
267 </tr> 267 </tr>
268 </table> 268 </table>
269 <p>&nbsp;</p> 269 <p>&nbsp;</p>
270 <p>&nbsp;</p> 270 <p>&nbsp;</p>
271 <p>&nbsp;</p> 271 <p>&nbsp;</p>
272 </div> 272 </div>
273 </td> 273 </td>
274 </tr> 274 </tr>
275</table> 275</table>
276<p>&nbsp;</p> 276<p>&nbsp;</p>
277 </body> 277 </body>
278</html> 278</html>