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-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp422
-rw-r--r--libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html488
9 files changed, 1640 insertions, 1640 deletions
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile b/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile
index 7888648..b3129bc 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/Makefile
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/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 = 13.RenderToTexture 4Target = 13.RenderToTexture
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/13.RenderToTexture/RenderToTexture.dev b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev
index 0ebdf28..83a89b0 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 13 Render To Texture 3Name=Irrlicht Example 13 Render To Texture
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=13.RenderToTexture.exe 21OverrideOutputName=13.RenderToTexture.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/13.RenderToTexture/RenderToTexture.vcproj b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj
index 8fd8e6c..bf3aaaa 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.vcproj
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture.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="13.RenderToTexture" 5 Name="13.RenderToTexture"
6 ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}" 6 ProjectGUID="{AFC223BD-4371-4A8B-A90B-0D338BD2DEBB}"
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/RenderToTexture.pch" 32 PrecompiledHeaderFile=".\Release/RenderToTexture.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\13.RenderToTexture.exe" 43 OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.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/RenderToTexture.pdb" 47 ProgramDatabaseFile=".\Release/RenderToTexture.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/RenderToTexture.tlb" 52 TypeLibraryName=".\Release/RenderToTexture.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/RenderToTexture.pch" 91 PrecompiledHeaderFile=".\Debug/RenderToTexture.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\13.RenderToTexture.exe" 103 OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.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/RenderToTexture.pdb" 108 ProgramDatabaseFile=".\Debug/RenderToTexture.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/RenderToTexture.tlb" 113 TypeLibraryName=".\Debug/RenderToTexture.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>
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141 RelativePath="main.cpp"> 141 RelativePath="main.cpp">
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143 Name="Release|Win32"> 143 Name="Release|Win32">
144 <Tool 144 <Tool
145 Name="VCCLCompilerTool" 145 Name="VCCLCompilerTool"
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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"
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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/13.RenderToTexture/RenderToTexture_vc10.vcxproj b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj
index e376054..8726dc7 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/RenderToTexture_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>
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>13.RenderToTexture</ProjectName> 22 <ProjectName>13.RenderToTexture</ProjectName>
23 <ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid> 23 <ProjectGuid>{0914E5C8-5352-467B-8421-C9EB35BD5596}</ProjectGuid>
24 <RootNamespace>RenderToTexture</RootNamespace> 24 <RootNamespace>RenderToTexture</RootNamespace>
25 </PropertyGroup> 25 </PropertyGroup>
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74 <Tool 74 <Tool
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81 SubSystem="1" 81 SubSystem="1"
82 RandomizedBaseAddress="1" 82 RandomizedBaseAddress="1"
83 DataExecutionPrevention="0" 83 DataExecutionPrevention="0"
84 TargetMachine="1" 84 TargetMachine="1"
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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"
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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/RenderToTexture.tlb" 132 TypeLibraryName=".\Debug/RenderToTexture.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/RenderToTexture.pch" 143 PrecompiledHeaderFile=".\Debug/RenderToTexture.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\13.RenderToTexture.exe" 165 OutputFile="..\..\bin\Win32-VisualStudio\13.RenderToTexture.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/RenderToTexture.pdb" 170 ProgramDatabaseFile=".\Debug/RenderToTexture.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/13.RenderToTexture/main.cpp b/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp
index 35ea009..2ba54ab 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/main.cpp
@@ -1,211 +1,211 @@
1/** Example 013 Render To Texture 1/** Example 013 Render To Texture
2 2
3This tutorial shows how to render to a texture using Irrlicht. Render to 3This tutorial shows how to render to a texture using Irrlicht. Render to
4texture is a feature with which it is possible to create nice special effects. 4texture is a feature with which it is possible to create nice special effects.
5In addition, this tutorial shows how to enable specular highlights. 5In addition, this tutorial shows how to enable specular highlights.
6 6
7In the beginning, everything as usual. Include the needed headers, ask the user 7In the beginning, everything as usual. Include the needed headers, ask the user
8for the rendering driver, create the Irrlicht Device: 8for the rendering driver, create the Irrlicht Device:
9*/ 9*/
10 10
11#include <irrlicht.h> 11#include <irrlicht.h>
12#include "driverChoice.h" 12#include "driverChoice.h"
13 13
14using namespace irr; 14using namespace irr;
15 15
16#ifdef _MSC_VER 16#ifdef _MSC_VER
17#pragma comment(lib, "Irrlicht.lib") 17#pragma comment(lib, "Irrlicht.lib")
18#endif 18#endif
19 19
20int main() 20int main()
21{ 21{
22 // ask user for driver 22 // ask user for driver
23 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 23 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
24 if (driverType==video::EDT_COUNT) 24 if (driverType==video::EDT_COUNT)
25 return 1; 25 return 1;
26 26
27 // create device and exit if creation failed 27 // create device and exit if creation failed
28 28
29 IrrlichtDevice *device = 29 IrrlichtDevice *device =
30 createDevice(driverType, core::dimension2d<u32>(640, 480), 30 createDevice(driverType, core::dimension2d<u32>(640, 480),
31 16, false, false); 31 16, false, false);
32 32
33 if (device == 0) 33 if (device == 0)
34 return 1; // could not create selected driver. 34 return 1; // could not create selected driver.
35 35
36 video::IVideoDriver* driver = device->getVideoDriver(); 36 video::IVideoDriver* driver = device->getVideoDriver();
37 scene::ISceneManager* smgr = device->getSceneManager(); 37 scene::ISceneManager* smgr = device->getSceneManager();
38 gui::IGUIEnvironment* env = device->getGUIEnvironment(); 38 gui::IGUIEnvironment* env = device->getGUIEnvironment();
39 39
40 /* 40 /*
41 Now, we load an animated mesh to be displayed. As in most examples, 41 Now, we load an animated mesh to be displayed. As in most examples,
42 we'll take the fairy md2 model. The difference here: We set the 42 we'll take the fairy md2 model. The difference here: We set the
43 shininess of the model to a value other than 0 which is the default 43 shininess of the model to a value other than 0 which is the default
44 value. This enables specular highlights on the model if dynamic 44 value. This enables specular highlights on the model if dynamic
45 lighting is on. The value influences the size of the highlights. 45 lighting is on. The value influences the size of the highlights.
46 */ 46 */
47 47
48 // load and display animated fairy mesh 48 // load and display animated fairy mesh
49 49
50 scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( 50 scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
51 smgr->getMesh("../../media/faerie.md2")); 51 smgr->getMesh("../../media/faerie.md2"));
52 52
53 if (fairy) 53 if (fairy)
54 { 54 {
55 fairy->setMaterialTexture(0, 55 fairy->setMaterialTexture(0,
56 driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture 56 driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
57 fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting 57 fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
58 fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights 58 fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
59 fairy->setPosition(core::vector3df(-10,0,-100)); 59 fairy->setPosition(core::vector3df(-10,0,-100));
60 fairy->setMD2Animation ( scene::EMAT_STAND ); 60 fairy->setMD2Animation ( scene::EMAT_STAND );
61 } 61 }
62 62
63 /* 63 /*
64 To make specular highlights appear on the model, we need a dynamic 64 To make specular highlights appear on the model, we need a dynamic
65 light in the scene. We add one directly in vicinity of the model. In 65 light in the scene. We add one directly in vicinity of the model. In
66 addition, to make the model not that dark, we set the ambient light to 66 addition, to make the model not that dark, we set the ambient light to
67 gray. 67 gray.
68 */ 68 */
69 69
70 // add white light 70 // add white light
71 smgr->addLightSceneNode(0, core::vector3df(-15,5,-105), 71 smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),
72 video::SColorf(1.0f, 1.0f, 1.0f)); 72 video::SColorf(1.0f, 1.0f, 1.0f));
73 73
74 // set ambient light 74 // set ambient light
75 smgr->setAmbientLight(video::SColor(0,60,60,60)); 75 smgr->setAmbientLight(video::SColor(0,60,60,60));
76 76
77 /* 77 /*
78 The next is just some standard stuff: Add a test cube and let it rotate 78 The next is just some standard stuff: Add a test cube and let it rotate
79 to make the scene more interesting. The user defined camera and cursor 79 to make the scene more interesting. The user defined camera and cursor
80 setup is made later on, right before the render loop. 80 setup is made later on, right before the render loop.
81 */ 81 */
82 82
83 // create test cube 83 // create test cube
84 scene::ISceneNode* test = smgr->addCubeSceneNode(60); 84 scene::ISceneNode* test = smgr->addCubeSceneNode(60);
85 85
86 // let the cube rotate and set some light settings 86 // let the cube rotate and set some light settings
87 scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( 87 scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
88 core::vector3df(0.3f, 0.3f,0)); 88 core::vector3df(0.3f, 0.3f,0));
89 89
90 test->setPosition(core::vector3df(-100,0,-100)); 90 test->setPosition(core::vector3df(-100,0,-100));
91 test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting 91 test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
92 test->addAnimator(anim); 92 test->addAnimator(anim);
93 anim->drop(); 93 anim->drop();
94 94
95 // set window caption 95 // set window caption
96 device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example"); 96 device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");
97 97
98 /* 98 /*
99 To test out the render to texture feature, we need a render target 99 To test out the render to texture feature, we need a render target
100 texture. These are not like standard textures, but need to be created 100 texture. These are not like standard textures, but need to be created
101 first. To create one, we call IVideoDriver::addRenderTargetTexture() 101 first. To create one, we call IVideoDriver::addRenderTargetTexture()
102 and specify the size of the texture. Please don't use sizes bigger than 102 and specify the size of the texture. Please don't use sizes bigger than
103 the frame buffer for this, because the render target shares the zbuffer 103 the frame buffer for this, because the render target shares the zbuffer
104 with the frame buffer. 104 with the frame buffer.
105 Because we want to render the scene not from the user camera into the 105 Because we want to render the scene not from the user camera into the
106 texture, we add another fixed camera to the scene. But before we do all 106 texture, we add another fixed camera to the scene. But before we do all
107 this, we check if the current running driver is able to render to 107 this, we check if the current running driver is able to render to
108 textures. If it is not, we simply display a warning text. 108 textures. If it is not, we simply display a warning text.
109 */ 109 */
110 110
111 // create render target 111 // create render target
112 video::ITexture* rt = 0; 112 video::ITexture* rt = 0;
113 scene::ICameraSceneNode* fixedCam = 0; 113 scene::ICameraSceneNode* fixedCam = 0;
114 114
115 115
116 if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) 116 if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
117 { 117 {
118 rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1"); 118 rt = driver->addRenderTargetTexture(core::dimension2d<u32>(256,256), "RTT1");
119 test->setMaterialTexture(0, rt); // set material of cube to render target 119 test->setMaterialTexture(0, rt); // set material of cube to render target
120 120
121 // add fixed camera 121 // add fixed camera
122 fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), 122 fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
123 core::vector3df(-10,10,-100)); 123 core::vector3df(-10,10,-100));
124 } 124 }
125 else 125 else
126 { 126 {
127 // create problem text 127 // create problem text
128 gui::IGUISkin* skin = env->getSkin(); 128 gui::IGUISkin* skin = env->getSkin();
129 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); 129 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
130 if (font) 130 if (font)
131 skin->setFont(font); 131 skin->setFont(font);
132 132
133 gui::IGUIStaticText* text = env->addStaticText( 133 gui::IGUIStaticText* text = env->addStaticText(
134 L"Your hardware or this renderer is not able to use the "\ 134 L"Your hardware or this renderer is not able to use the "\
135 L"render to texture feature. RTT Disabled.", 135 L"render to texture feature. RTT Disabled.",
136 core::rect<s32>(150,20,470,60)); 136 core::rect<s32>(150,20,470,60));
137 137
138 text->setOverrideColor(video::SColor(100,255,255,255)); 138 text->setOverrideColor(video::SColor(100,255,255,255));
139 } 139 }
140 140
141 // add fps camera 141 // add fps camera
142 scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); 142 scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
143 fpsCamera->setPosition(core::vector3df(-50,50,-150)); 143 fpsCamera->setPosition(core::vector3df(-50,50,-150));
144 144
145 // disable mouse cursor 145 // disable mouse cursor
146 device->getCursorControl()->setVisible(false); 146 device->getCursorControl()->setVisible(false);
147 147
148 /* 148 /*
149 Nearly finished. Now we need to draw everything. Every frame, we draw 149 Nearly finished. Now we need to draw everything. Every frame, we draw
150 the scene twice. Once from the fixed camera into the render target 150 the scene twice. Once from the fixed camera into the render target
151 texture and once as usual. When rendering into the render target, we 151 texture and once as usual. When rendering into the render target, we
152 need to disable the visibility of the test cube, because it has the 152 need to disable the visibility of the test cube, because it has the
153 render target texture applied to it. That's it, wasn't too complicated 153 render target texture applied to it. That's it, wasn't too complicated
154 I hope. :) 154 I hope. :)
155 */ 155 */
156 156
157 int lastFPS = -1; 157 int lastFPS = -1;
158 158
159 while(device->run()) 159 while(device->run())
160 if (device->isWindowActive()) 160 if (device->isWindowActive())
161 { 161 {
162 driver->beginScene(true, true, 0); 162 driver->beginScene(true, true, 0);
163 163
164 if (rt) 164 if (rt)
165 { 165 {
166 // draw scene into render target 166 // draw scene into render target
167 167
168 // set render target texture 168 // set render target texture
169 driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); 169 driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
170 170
171 // make cube invisible and set fixed camera as active camera 171 // make cube invisible and set fixed camera as active camera
172 test->setVisible(false); 172 test->setVisible(false);
173 smgr->setActiveCamera(fixedCam); 173 smgr->setActiveCamera(fixedCam);
174 174
175 // draw whole scene into render buffer 175 // draw whole scene into render buffer
176 smgr->drawAll(); 176 smgr->drawAll();
177 177
178 // set back old render target 178 // set back old render target
179 // The buffer might have been distorted, so clear it 179 // The buffer might have been distorted, so clear it
180 driver->setRenderTarget(0, true, true, 0); 180 driver->setRenderTarget(0, true, true, 0);
181 181
182 // make the cube visible and set the user controlled camera as active one 182 // make the cube visible and set the user controlled camera as active one
183 test->setVisible(true); 183 test->setVisible(true);
184 smgr->setActiveCamera(fpsCamera); 184 smgr->setActiveCamera(fpsCamera);
185 } 185 }
186 186
187 // draw scene normally 187 // draw scene normally
188 smgr->drawAll(); 188 smgr->drawAll();
189 env->drawAll(); 189 env->drawAll();
190 190
191 driver->endScene(); 191 driver->endScene();
192 192
193 // display frames per second in window title 193 // display frames per second in window title
194 int fps = driver->getFPS(); 194 int fps = driver->getFPS();
195 if (lastFPS != fps) 195 if (lastFPS != fps)
196 { 196 {
197 core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example"; 197 core::stringw str = L"Irrlicht Engine - Render to Texture and Specular Highlights example";
198 str += " FPS:"; 198 str += " FPS:";
199 str += fps; 199 str += fps;
200 200
201 device->setWindowCaption(str.c_str()); 201 device->setWindowCaption(str.c_str());
202 lastFPS = fps; 202 lastFPS = fps;
203 } 203 }
204 } 204 }
205 205
206 device->drop(); // drop device 206 device->drop(); // drop device
207 return 0; 207 return 0;
208} 208}
209 209
210/* 210/*
211**/ 211**/
diff --git a/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html b/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html
index 26340a3..051a251 100644
--- a/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/13.RenderToTexture/tutorial.html
@@ -1,244 +1,244 @@
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 13. Render to Texture</font></b></div> 14 <div align="left"><b><font color="#FFFFFF">Tutorial 13. Render to Texture</font></b></div>
15 </div> 15 </div>
16 </td> 16 </td>
17 </tr> 17 </tr>
18 <tr bgcolor="#eeeeff"> 18 <tr bgcolor="#eeeeff">
19 <td height="90" colspan="2"> 19 <td height="90" colspan="2">
20 <div align="left"> 20 <div align="left">
21 <p> This tutorial shows how to render to a texture using Irrlicht. Render 21 <p> This tutorial shows how to render to a texture using Irrlicht. Render
22 to texture is a feature with which it is possible to create nice special 22 to texture is a feature with which it is possible to create nice special
23 effects. In addition, this tutorial shows how to enable specular highlights.</p> 23 effects. In addition, this tutorial shows how to enable specular highlights.</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/013shot.jpg" width="256" height="200"><br> 25 <p align="center"><img src="../../media/013shot.jpg" width="256" height="200"><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>In the beginning, everything as usual. Include the needed headers, 39 <p>In the beginning, everything as usual. Include the needed headers,
40 ask the user for the rendering driver, create the Irrlicht Device:</p> 40 ask the user for the rendering driver, create the Irrlicht Device:</p>
41 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 41 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
42 <tr> 42 <tr>
43 <td><pre>#include &lt;irrlicht.h> 43 <td><pre>#include &lt;irrlicht.h>
44#include &lt;iostream> 44#include &lt;iostream>
45 45
46using namespace irr; 46using namespace irr;
47 47
48#pragma comment(lib, "Irrlicht.lib") 48#pragma comment(lib, "Irrlicht.lib")
49 49
50int main() 50int main()
51{ 51{
52 // let user select driver type 52 // let user select driver type
53 53
54 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; 54 video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
55 55
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;); 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;);
57 57
58 char i; 58 char i;
59 std::cin >> i; 59 std::cin >> i;
60 60
61 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> } 61 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> }
62 62
63 // create device and exit if creation failed 63 // create device and exit if creation failed
64 64
65 IrrlichtDevice *device = 65 IrrlichtDevice *device =
66 createDevice(driverType, core::dimension2d<s32>(640, 480), 66 createDevice(driverType, core::dimension2d<s32>(640, 480),
67 16, false, false); 67 16, false, false);
68 68
69 if (device == 0) 69 if (device == 0)
70 return 1; // could not create selected driver. 70 return 1; // could not create selected driver.
71 71
72 video::IVideoDriver* driver = device->getVideoDriver(); 72 video::IVideoDriver* driver = device->getVideoDriver();
73 scene::ISceneManager* smgr = device->getSceneManager(); 73 scene::ISceneManager* smgr = device->getSceneManager();
74 gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td> 74 gui::IGUIEnvironment* env = device->getGUIEnvironment();</pre></td>
75 </tr> 75 </tr>
76 </table> 76 </table>
77 <p>Now, we load an animated mesh to be displayed. As in most examples, 77 <p>Now, we load an animated mesh to be displayed. As in most examples,
78 we'll take the fairy md2 model. The difference here: We set the shininess<br> 78 we'll take the fairy md2 model. The difference here: We set the shininess<br>
79 of the model to a value other than 0 which is the default value. This 79 of the model to a value other than 0 which is the default value. This
80 enables specular highlights on the model if dynamic lighting is on. 80 enables specular highlights on the model if dynamic lighting is on.
81 The value influences the size of the highlights.</p> 81 The value influences the size of the highlights.</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>// load and display animated fairy mesh 84 <td><pre>// load and display animated fairy mesh
85 85
86 scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode( 86 scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
87 smgr->getMesh("../../media/faerie.md2")); 87 smgr->getMesh("../../media/faerie.md2"));
88 88
89 if (fairy) 89 if (fairy)
90 { 90 {
91 fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture 91 fairy->setMaterialTexture(0, driver->getTexture("../../media/faerie2.bmp")); // set diffuse texture
92 fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting 92 fairy->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
93 fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights 93 fairy->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
94 fairy->setPosition(core::vector3df(-10,0,-100)); 94 fairy->setPosition(core::vector3df(-10,0,-100));
95 }</pre></td> 95 }</pre></td>
96 </tr> 96 </tr>
97 </table> 97 </table>
98 <p> To make specular highlights appear on the model, we need a dynamic 98 <p> To make specular highlights appear on the model, we need a dynamic
99 light in the scene. We add one directly in vicinity of the model. 99 light in the scene. We add one directly in vicinity of the model.
100 In addition, to make the model not that dark, we set the ambient light 100 In addition, to make the model not that dark, we set the ambient light
101 to gray. </p> 101 to gray. </p>
102 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 102 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
103 <tr> 103 <tr>
104 <td><pre> 104 <td><pre>
105 // add white light 105 // add white light
106 scene::ILightSceneNode* light = smgr->addLightSceneNode(0, 106 scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
107 core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f)); 107 core::vector3df(-15,5,-105), video::SColorf(1.0f, 1.0f, 1.0f));
108 108
109 // set ambient light 109 // set ambient light
110 driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td> 110 driver->setAmbientLight(video::SColor(0,60,60,60));</pre></td>
111 </tr> 111 </tr>
112 </table> 112 </table>
113 <p>The next is just some standard stuff: Add a user controlled camera 113 <p>The next is just some standard stuff: Add a user controlled camera
114 to the scene, disable mouse cursor, and add a test cube and let it 114 to the scene, disable mouse cursor, and add a test cube and let it
115 rotate to make the scene more interesting.</p> 115 rotate to make the scene more interesting.</p>
116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
117 <tr> 117 <tr>
118 <td><pre> 118 <td><pre>
119 // add fps camera 119 // add fps camera
120 scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS(); 120 scene::ICameraSceneNode* fpsCamera = smgr->addCameraSceneNodeFPS();
121 fpsCamera->setPosition(core::vector3df(-50,50,-150)); 121 fpsCamera->setPosition(core::vector3df(-50,50,-150));
122 122
123 // disable mouse cursor 123 // disable mouse cursor
124 device->getCursorControl()->setVisible(false); 124 device->getCursorControl()->setVisible(false);
125 125
126 // create test cube 126 // create test cube
127 scene::ISceneNode* test = smgr->addCubeSceneNode(60); 127 scene::ISceneNode* test = smgr->addCubeSceneNode(60);
128 128
129 // let the cube rotate and set some light settings 129 // let the cube rotate and set some light settings
130 scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( 130 scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
131 core::vector3df(0.3f, 0.3f,0)); 131 core::vector3df(0.3f, 0.3f,0));
132 132
133 test->setPosition(core::vector3df(-100,0,-100)); 133 test->setPosition(core::vector3df(-100,0,-100));
134 test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting 134 test->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
135 test->addAnimator(anim); 135 test->addAnimator(anim);
136 anim->drop(); 136 anim->drop();
137 137
138 // set window caption 138 // set window caption
139 device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td> 139 device->setWindowCaption(L"Irrlicht Engine - Render to Texture and Specular Highlights example");</pre></td>
140 </tr> 140 </tr>
141 </table> 141 </table>
142 <p> To test out the render to texture feature, we need a render target 142 <p> To test out the render to texture feature, we need a render target
143 texture. These are not like standard textures, but need to be created 143 texture. These are not like standard textures, but need to be created
144 first. To create one, we call IVideoDriver::createRenderTargetTexture() 144 first. To create one, we call IVideoDriver::createRenderTargetTexture()
145 and specify the size of the texture. Please don't use sizes bigger 145 and specify the size of the texture. Please don't use sizes bigger
146 than the frame buffer for this, because the render target shares the 146 than the frame buffer for this, because the render target shares the
147 zbuffer with the frame buffer. And because we want to render the scene 147 zbuffer with the frame buffer. And because we want to render the scene
148 not from the user camera into the texture, we add another, fixed camera 148 not from the user camera into the texture, we add another, fixed camera
149 to the scene. But before we do all this, we check if the current running 149 to the scene. But before we do all this, we check if the current running
150 driver is able to render to textures. If it is not, we simply display 150 driver is able to render to textures. If it is not, we simply display
151 a warning text.</p> 151 a warning text.</p>
152 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 152 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
153 <tr> 153 <tr>
154 <td><pre>// create render target 154 <td><pre>// create render target
155 video::ITexture* rt = 0; 155 video::ITexture* rt = 0;
156 scene::ICameraSceneNode* fixedCam = 0; 156 scene::ICameraSceneNode* fixedCam = 0;
157 157
158 158
159 if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET)) 159 if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
160 { 160 {
161 rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256)); 161 rt = driver->createRenderTargetTexture(core::dimension2d<s32>(256,256));
162 test->setMaterialTexture(0, rt); // set material of cube to render target 162 test->setMaterialTexture(0, rt); // set material of cube to render target
163 163
164 // add fixed camera 164 // add fixed camera
165 fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80), 165 fixedCam = smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
166 core::vector3df(-10,10,-100)); 166 core::vector3df(-10,10,-100));
167 } 167 }
168 else 168 else
169 { 169 {
170 // create problem text 170 // create problem text
171 gui::IGUISkin* skin = env->getSkin(); 171 gui::IGUISkin* skin = env->getSkin();
172 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp"); 172 gui::IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
173 if (font) 173 if (font)
174 skin->setFont(font); 174 skin->setFont(font);
175 175
176 gui::IGUIStaticText* text = env->addStaticText( 176 gui::IGUIStaticText* text = env->addStaticText(
177 L"Your hardware or this renderer is not able to use the "\ 177 L"Your hardware or this renderer is not able to use the "\
178 L"render to texture feature. RTT Disabled.", 178 L"render to texture feature. RTT Disabled.",
179 core::rect<s32>(150,20,470,60)); 179 core::rect<s32>(150,20,470,60));
180 180
181 text->setOverrideColor(video::SColor(100,255,255,255)); 181 text->setOverrideColor(video::SColor(100,255,255,255));
182 }</pre></td> 182 }</pre></td>
183 </tr> 183 </tr>
184 </table> 184 </table>
185 <p> Nearly finished. Now we need to draw everything. Every frame, we 185 <p> Nearly finished. Now we need to draw everything. Every frame, we
186 draw the scene twice. Once from the fixed camera into the render target 186 draw the scene twice. Once from the fixed camera into the render target
187 texture and once as usual. When rendering into the render target, 187 texture and once as usual. When rendering into the render target,
188 we need to disable the visibilty of the test cube, because it has 188 we need to disable the visibilty of the test cube, because it has
189 the render target texture applied to it.<br> 189 the render target texture applied to it.<br>
190 That's, wasn't quite complicated I hope. :)</p> 190 That's, wasn't quite complicated I hope. :)</p>
191 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 191 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
192 <tr> 192 <tr>
193 <td><pre>while(device->run()) 193 <td><pre>while(device->run())
194 if (device->isWindowActive()) 194 if (device->isWindowActive())
195 { 195 {
196 driver->beginScene(true, true, 0); 196 driver->beginScene(true, true, 0);
197 197
198 if (rt) 198 if (rt)
199 { 199 {
200 // draw scene into render target 200 // draw scene into render target
201 201
202 // set render target texture 202 // set render target texture
203 driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); 203 driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));
204 204
205 // make cube invisible and set fixed camera as active camera 205 // make cube invisible and set fixed camera as active camera
206 test->setVisible(false); 206 test->setVisible(false);
207 smgr->setActiveCamera(fixedCam); 207 smgr->setActiveCamera(fixedCam);
208 208
209 // draw whole scene into render buffer 209 // draw whole scene into render buffer
210 smgr->drawAll(); 210 smgr->drawAll();
211 211
212 // set back old render target 212 // set back old render target
213 driver->setRenderTarget(0); 213 driver->setRenderTarget(0);
214 214
215 // make the cube visible and set the user controlled camera as active one 215 // make the cube visible and set the user controlled camera as active one
216 test->setVisible(true); 216 test->setVisible(true);
217 smgr->setActiveCamera(fpsCamera); 217 smgr->setActiveCamera(fpsCamera);
218 } 218 }
219 219
220 // draw scene normally 220 // draw scene normally
221 smgr->drawAll(); 221 smgr->drawAll();
222 env->drawAll(); 222 env->drawAll();
223 223
224 driver->endScene(); 224 driver->endScene();
225 } 225 }
226 226
227 if (rt) 227 if (rt)
228 rt->drop(); // drop render target because we created if with a create() method 228 rt->drop(); // drop render target because we created if with a create() method
229 229
230 device->drop(); // drop device 230 device->drop(); // drop device
231 return 0; 231 return 0;
232} 232}
233</pre></td> 233</pre></td>
234 </tr> 234 </tr>
235 </table> 235 </table>
236 236
237 <p>&nbsp;</p></div> 237 <p>&nbsp;</p></div>
238 </div> 238 </div>
239 </td> 239 </td>
240 </tr> 240 </tr>
241</table> 241</table>
242<p>&nbsp;</p> 242<p>&nbsp;</p>
243 </body> 243 </body>
244</html> 244</html>