diff options
Diffstat (limited to '')
10 files changed, 1542 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.cbp b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.cbp new file mode 100644 index 0000000..edb64dc --- /dev/null +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.cbp | |||
@@ -0,0 +1,54 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev new file mode 100644 index 0000000..b43fe68 --- /dev/null +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev | |||
@@ -0,0 +1,59 @@ | |||
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37 | <Tool | ||
38 | Name="VCWebServiceProxyGeneratorTool" | ||
39 | /> | ||
40 | <Tool | ||
41 | Name="VCMIDLTool" | ||
42 | TypeLibraryName=".\Debug/LoadIrrFile.tlb" | ||
43 | HeaderFileName="" | ||
44 | /> | ||
45 | <Tool | ||
46 | Name="VCCLCompilerTool" | ||
47 | Optimization="0" | ||
48 | AdditionalIncludeDirectories="..\..\include" | ||
49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | ||
50 | BasicRuntimeChecks="3" | ||
51 | RuntimeLibrary="1" | ||
52 | UsePrecompiledHeader="0" | ||
53 | PrecompiledHeaderFile=".\Debug/LoadIrrFile.pch" | ||
54 | AssemblerListingLocation=".\Debug/" | ||
55 | ObjectFile=".\Debug/" | ||
56 | ProgramDataBaseFileName=".\Debug/" | ||
57 | WarningLevel="3" | ||
58 | SuppressStartupBanner="true" | ||
59 | DebugInformationFormat="4" | ||
60 | CompileAs="0" | ||
61 | /> | ||
62 | <Tool | ||
63 | Name="VCManagedResourceCompilerTool" | ||
64 | /> | ||
65 | <Tool | ||
66 | Name="VCResourceCompilerTool" | ||
67 | PreprocessorDefinitions="_DEBUG" | ||
68 | Culture="3079" | ||
69 | /> | ||
70 | <Tool | ||
71 | Name="VCPreLinkEventTool" | ||
72 | /> | ||
73 | <Tool | ||
74 | Name="VCLinkerTool" | ||
75 | OutputFile="..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe" | ||
76 | LinkIncremental="0" | ||
77 | SuppressStartupBanner="true" | ||
78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
79 | GenerateDebugInformation="true" | ||
80 | ProgramDatabaseFile=".\Debug/LoadIrrFile.pdb" | ||
81 | SubSystem="1" | ||
82 | RandomizedBaseAddress="1" | ||
83 | DataExecutionPrevention="0" | ||
84 | TargetMachine="1" | ||
85 | /> | ||
86 | <Tool | ||
87 | Name="VCALinkTool" | ||
88 | /> | ||
89 | <Tool | ||
90 | Name="VCManifestTool" | ||
91 | /> | ||
92 | <Tool | ||
93 | Name="VCXDCMakeTool" | ||
94 | /> | ||
95 | <Tool | ||
96 | Name="VCBscMakeTool" | ||
97 | /> | ||
98 | <Tool | ||
99 | Name="VCFxCopTool" | ||
100 | /> | ||
101 | <Tool | ||
102 | Name="VCAppVerifierTool" | ||
103 | /> | ||
104 | <Tool | ||
105 | Name="VCPostBuildEventTool" | ||
106 | /> | ||
107 | </Configuration> | ||
108 | <Configuration | ||
109 | Name="Release|Win32" | ||
110 | OutputDirectory=".\Release" | ||
111 | IntermediateDirectory=".\Release" | ||
112 | ConfigurationType="1" | ||
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
114 | UseOfMFC="0" | ||
115 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
116 | CharacterSet="2" | ||
117 | > | ||
118 | <Tool | ||
119 | Name="VCPreBuildEventTool" | ||
120 | /> | ||
121 | <Tool | ||
122 | Name="VCCustomBuildTool" | ||
123 | /> | ||
124 | <Tool | ||
125 | Name="VCXMLDataGeneratorTool" | ||
126 | /> | ||
127 | <Tool | ||
128 | Name="VCWebServiceProxyGeneratorTool" | ||
129 | /> | ||
130 | <Tool | ||
131 | Name="VCMIDLTool" | ||
132 | TypeLibraryName=".\Release/LoadIrrFile.tlb" | ||
133 | HeaderFileName="" | ||
134 | /> | ||
135 | <Tool | ||
136 | Name="VCCLCompilerTool" | ||
137 | Optimization="2" | ||
138 | InlineFunctionExpansion="1" | ||
139 | AdditionalIncludeDirectories="..\..\include" | ||
140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | ||
141 | StringPooling="true" | ||
142 | RuntimeLibrary="0" | ||
143 | EnableFunctionLevelLinking="true" | ||
144 | UsePrecompiledHeader="0" | ||
145 | PrecompiledHeaderFile=".\Release/LoadIrrFile.pch" | ||
146 | AssemblerListingLocation=".\Release/" | ||
147 | ObjectFile=".\Release/" | ||
148 | ProgramDataBaseFileName=".\Release/" | ||
149 | WarningLevel="3" | ||
150 | SuppressStartupBanner="true" | ||
151 | CompileAs="0" | ||
152 | /> | ||
153 | <Tool | ||
154 | Name="VCManagedResourceCompilerTool" | ||
155 | /> | ||
156 | <Tool | ||
157 | Name="VCResourceCompilerTool" | ||
158 | PreprocessorDefinitions="NDEBUG" | ||
159 | Culture="3079" | ||
160 | /> | ||
161 | <Tool | ||
162 | Name="VCPreLinkEventTool" | ||
163 | /> | ||
164 | <Tool | ||
165 | Name="VCLinkerTool" | ||
166 | OutputFile="..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe" | ||
167 | LinkIncremental="0" | ||
168 | SuppressStartupBanner="true" | ||
169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
170 | ProgramDatabaseFile=".\Release/LoadIrrFile.pdb" | ||
171 | SubSystem="1" | ||
172 | RandomizedBaseAddress="1" | ||
173 | DataExecutionPrevention="0" | ||
174 | TargetMachine="1" | ||
175 | /> | ||
176 | <Tool | ||
177 | Name="VCALinkTool" | ||
178 | /> | ||
179 | <Tool | ||
180 | Name="VCManifestTool" | ||
181 | /> | ||
182 | <Tool | ||
183 | Name="VCXDCMakeTool" | ||
184 | /> | ||
185 | <Tool | ||
186 | Name="VCBscMakeTool" | ||
187 | /> | ||
188 | <Tool | ||
189 | Name="VCFxCopTool" | ||
190 | /> | ||
191 | <Tool | ||
192 | Name="VCAppVerifierTool" | ||
193 | /> | ||
194 | <Tool | ||
195 | Name="VCPostBuildEventTool" | ||
196 | /> | ||
197 | </Configuration> | ||
198 | </Configurations> | ||
199 | <References> | ||
200 | </References> | ||
201 | <Files> | ||
202 | <File | ||
203 | RelativePath="main.cpp" | ||
204 | > | ||
205 | <FileConfiguration | ||
206 | Name="Debug|Win32" | ||
207 | > | ||
208 | <Tool | ||
209 | Name="VCCLCompilerTool" | ||
210 | Optimization="0" | ||
211 | AdditionalIncludeDirectories="" | ||
212 | PreprocessorDefinitions="" | ||
213 | BasicRuntimeChecks="3" | ||
214 | /> | ||
215 | </FileConfiguration> | ||
216 | <FileConfiguration | ||
217 | Name="Release|Win32" | ||
218 | > | ||
219 | <Tool | ||
220 | Name="VCCLCompilerTool" | ||
221 | Optimization="2" | ||
222 | AdditionalIncludeDirectories="" | ||
223 | PreprocessorDefinitions="" | ||
224 | /> | ||
225 | </FileConfiguration> | ||
226 | </File> | ||
227 | </Files> | ||
228 | <Globals> | ||
229 | </Globals> | ||
230 | </VisualStudioProject> | ||
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile new file mode 100644 index 0000000..f00e494 --- /dev/null +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile | |||
@@ -0,0 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | ||
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 | ||
4 | Target = 15.LoadIrrFile | ||
5 | Sources = main.cpp | ||
6 | |||
7 | # general compiler settings | ||
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | ||
9 | CXXFLAGS = -O3 -ffast-math | ||
10 | #CXXFLAGS = -g -Wall | ||
11 | |||
12 | #default target is Linux | ||
13 | all: all_linux | ||
14 | |||
15 | ifeq ($(HOSTTYPE), x86_64) | ||
16 | LIBSELECT=64 | ||
17 | endif | ||
18 | |||
19 | # target specific settings | ||
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
21 | all_linux clean_linux: SYSTEM=Linux | ||
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | ||
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | ||
24 | all_win32 clean_win32: SUF=.exe | ||
25 | # name of the binary - only valid for targets which set SYSTEM | ||
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | ||
27 | |||
28 | all_linux all_win32: | ||
29 | $(warning Building...) | ||
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
31 | |||
32 | clean: clean_linux clean_win32 | ||
33 | $(warning Cleaning...) | ||
34 | |||
35 | clean_linux clean_win32: | ||
36 | @$(RM) $(DESTPATH) | ||
37 | |||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | ||
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp new file mode 100644 index 0000000..42327cd --- /dev/null +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp | |||
@@ -0,0 +1,173 @@ | |||
1 | /** Example 015 Loading Scenes from .irr Files | ||
2 | |||
3 | Since version 1.1, Irrlicht is able to save and load | ||
4 | the full scene graph into an .irr file, an xml based | ||
5 | format. There is an editor available to edit | ||
6 | those files, named irrEdit (http://www.ambiera.com/irredit) | ||
7 | which can also be used as world and particle editor. | ||
8 | This tutorial shows how to use .irr files. | ||
9 | |||
10 | Lets start: Create an Irrlicht device and setup the window. | ||
11 | */ | ||
12 | |||
13 | #include <irrlicht.h> | ||
14 | #include "driverChoice.h" | ||
15 | |||
16 | using namespace irr; | ||
17 | |||
18 | #ifdef _MSC_VER | ||
19 | #pragma comment(lib, "Irrlicht.lib") | ||
20 | #endif | ||
21 | |||
22 | int main(int argc, char** argv) | ||
23 | { | ||
24 | // ask user for driver | ||
25 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | ||
26 | if (driverType==video::EDT_COUNT) | ||
27 | return 1; | ||
28 | |||
29 | // create device and exit if creation failed | ||
30 | |||
31 | IrrlichtDevice* device = | ||
32 | createDevice(driverType, core::dimension2d<u32>(640, 480)); | ||
33 | |||
34 | if (device == 0) | ||
35 | return 1; // could not create selected driver. | ||
36 | |||
37 | device->setWindowCaption(L"Load .irr file example"); | ||
38 | |||
39 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
40 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
41 | |||
42 | /* | ||
43 | Now load our .irr file. | ||
44 | .irr files can store the whole scene graph including animators, | ||
45 | materials and particle systems. And there is also the possibility to | ||
46 | store arbitrary user data for every scene node in that file. To keep | ||
47 | this example simple, we are simply loading the scene here. See the | ||
48 | documentation at ISceneManager::loadScene and ISceneManager::saveScene | ||
49 | for more information. So to load and display a complicated huge scene, | ||
50 | we only need a single call to loadScene(). | ||
51 | */ | ||
52 | |||
53 | // load the scene | ||
54 | if (argc>1) | ||
55 | smgr->loadScene(argv[1]); | ||
56 | else | ||
57 | smgr->loadScene("../../media/example.irr"); | ||
58 | |||
59 | /* | ||
60 | Now we'll create a camera, and give it a collision response animator | ||
61 | that's built from the mesh nodes in the scene we just loaded. | ||
62 | */ | ||
63 | scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f); | ||
64 | |||
65 | // Create a meta triangle selector to hold several triangle selectors. | ||
66 | scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); | ||
67 | |||
68 | /* | ||
69 | Now we will find all the nodes in the scene and create triangle | ||
70 | selectors for all suitable nodes. Typically, you would want to make a | ||
71 | more informed decision about which nodes to performs collision checks | ||
72 | on; you could capture that information in the node name or Id. | ||
73 | */ | ||
74 | core::array<scene::ISceneNode *> nodes; | ||
75 | smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes | ||
76 | |||
77 | for (u32 i=0; i < nodes.size(); ++i) | ||
78 | { | ||
79 | scene::ISceneNode * node = nodes[i]; | ||
80 | scene::ITriangleSelector * selector = 0; | ||
81 | |||
82 | switch(node->getType()) | ||
83 | { | ||
84 | case scene::ESNT_CUBE: | ||
85 | case scene::ESNT_ANIMATED_MESH: | ||
86 | // Because the selector won't animate with the mesh, | ||
87 | // and is only being used for camera collision, we'll just use an approximate | ||
88 | // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0) | ||
89 | selector = smgr->createTriangleSelectorFromBoundingBox(node); | ||
90 | break; | ||
91 | |||
92 | case scene::ESNT_MESH: | ||
93 | case scene::ESNT_SPHERE: // Derived from IMeshSceneNode | ||
94 | selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); | ||
95 | break; | ||
96 | |||
97 | case scene::ESNT_TERRAIN: | ||
98 | selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node); | ||
99 | break; | ||
100 | |||
101 | case scene::ESNT_OCTREE: | ||
102 | selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); | ||
103 | break; | ||
104 | |||
105 | default: | ||
106 | // Don't create a selector for this node type | ||
107 | break; | ||
108 | } | ||
109 | |||
110 | if(selector) | ||
111 | { | ||
112 | // Add it to the meta selector, which will take a reference to it | ||
113 | meta->addTriangleSelector(selector); | ||
114 | // And drop my reference to it, so that the meta selector owns it. | ||
115 | selector->drop(); | ||
116 | } | ||
117 | } | ||
118 | |||
119 | /* | ||
120 | Now that the mesh scene nodes have had triangle selectors created and added | ||
121 | to the meta selector, create a collision response animator from that meta selector. | ||
122 | */ | ||
123 | scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( | ||
124 | meta, camera, core::vector3df(5,5,5), | ||
125 | core::vector3df(0,0,0)); | ||
126 | meta->drop(); // I'm done with the meta selector now | ||
127 | |||
128 | camera->addAnimator(anim); | ||
129 | anim->drop(); // I'm done with the animator now | ||
130 | |||
131 | // And set the camera position so that it doesn't start off stuck in the geometry | ||
132 | camera->setPosition(core::vector3df(0.f, 20.f, 0.f)); | ||
133 | |||
134 | // Point the camera at the cube node, by finding the first node of type ESNT_CUBE | ||
135 | scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE); | ||
136 | if(cube) | ||
137 | camera->setTarget(cube->getAbsolutePosition()); | ||
138 | |||
139 | /* | ||
140 | That's it. Draw everything and finish as usual. | ||
141 | */ | ||
142 | |||
143 | int lastFPS = -1; | ||
144 | |||
145 | while(device->run()) | ||
146 | if (device->isWindowActive()) | ||
147 | { | ||
148 | driver->beginScene(true, true, video::SColor(0,200,200,200)); | ||
149 | smgr->drawAll(); | ||
150 | driver->endScene(); | ||
151 | |||
152 | int fps = driver->getFPS(); | ||
153 | |||
154 | if (lastFPS != fps) | ||
155 | { | ||
156 | core::stringw str = L"Load Irrlicht File example - Irrlicht Engine ["; | ||
157 | str += driver->getName(); | ||
158 | str += "] FPS:"; | ||
159 | str += fps; | ||
160 | |||
161 | device->setWindowCaption(str.c_str()); | ||
162 | lastFPS = fps; | ||
163 | } | ||
164 | |||
165 | } | ||
166 | |||
167 | device->drop(); | ||
168 | |||
169 | return 0; | ||
170 | } | ||
171 | |||
172 | /* | ||
173 | **/ | ||
diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html new file mode 100644 index 0000000..e3e4a6b --- /dev/null +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html | |||
@@ -0,0 +1,129 @@ | |||
1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
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> | ||
12 | <td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | ||
13 | <b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td> | ||
14 | </tr> | ||
15 | <tr bgcolor="#eeeeff"> | ||
16 | <td height="90" colspan="2"> <div align="left"> | ||
17 | <p>Since version 1.1, Irrlicht is able to save and load the full scene | ||
18 | graph into an .irr file, an xml based format. There is also an editor | ||
19 | available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>, | ||
20 | which can also be used as world and particle editor. This tutorial shows | ||
21 | how to use .irr files.</p> | ||
22 | <p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><br> | ||
23 | </p> | ||
24 | </div></td> | ||
25 | </tr> | ||
26 | </table> | ||
27 | <br> | ||
28 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
29 | <tr> | ||
30 | <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> | ||
31 | <font color="#FFFFFF"><b>Lets start!</b></font></td> | ||
32 | </tr> | ||
33 | <tr> | ||
34 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
35 | <p>Lets start: Create an Irrlicht device and setup the window.</p> | ||
36 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
37 | <tr> | ||
38 | <td> <pre>#include <irrlicht.h> | ||
39 | #include <iostream> | ||
40 | using namespace irr; | ||
41 | |||
42 | #pragma comment(lib, "Irrlicht.lib") | ||
43 | |||
44 | int main() | ||
45 | { | ||
46 | // ask user for driver | ||
47 | |||
48 | video::E_DRIVER_TYPE driverType; | ||
49 | |||
50 | printf("Please select the driver you want for this example:\n"\ | ||
51 | " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ | ||
52 | " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ | ||
53 | " (f) NullDevice\n (otherKey) exit\n\n"); | ||
54 | |||
55 | char i; | ||
56 | std::cin >> i; | ||
57 | |||
58 | switch(i) | ||
59 | { | ||
60 | case 'a': driverType = video::EDT_DIRECT3D9;break; | ||
61 | case 'b': driverType = video::EDT_DIRECT3D8;break; | ||
62 | case 'c': driverType = video::EDT_OPENGL; break; | ||
63 | case 'd': driverType = video::EDT_SOFTWARE; break; | ||
64 | case 'e': driverType = video::EDT_BURNINGSVIDEO;break; | ||
65 | case 'f': driverType = video::EDT_NULL; break; | ||
66 | default: return 1; | ||
67 | } | ||
68 | |||
69 | // create device and exit if creation failed | ||
70 | |||
71 | IrrlichtDevice* device = | ||
72 | createDevice(driverType, core::dimension2d<s32>(640, 480)); | ||
73 | |||
74 | if (device == 0) | ||
75 | return 1; // could not create selected driver. | ||
76 | |||
77 | device->setWindowCaption(L"Load .irr file example"); | ||
78 | |||
79 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
80 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
81 | </pre></td> | ||
82 | </tr> | ||
83 | </table> | ||
84 | <p>Now load our .irr file. .irr files can store the whole scene graph | ||
85 | including animators, materials and particle systems. And there is also | ||
86 | the possibility to store arbitrary user data for every scene node in | ||
87 | that file. To keep this example simple, we are simply loading the scene | ||
88 | here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene | ||
89 | for more information. So to load and display a complicated huge scene, | ||
90 | we only need a single call to loadScene().</p> | ||
91 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
92 | <tr> | ||
93 | <td><pre>// load the scene<br>smgr->loadScene("../../media/example.irr"); </pre></td> | ||
94 | </tr> | ||
95 | </table> | ||
96 | <p>That was it already. Now add a camera and draw the scene.</p> | ||
97 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
98 | <tr> | ||
99 | <td> <pre> // add a user controlled camera | ||
100 | |||
101 | smgr->addCameraSceneNodeFPS(); | ||
102 | |||
103 | // and draw everything. | ||
104 | |||
105 | while(device->run()) | ||
106 | if (device->isWindowActive()) | ||
107 | { | ||
108 | driver->beginScene(true, true, video::SColor(0,200,200,200)); | ||
109 | smgr->drawAll(); | ||
110 | driver->endScene(); | ||
111 | } | ||
112 | |||
113 | device->drop(); | ||
114 | |||
115 | return 0; | ||
116 | } | ||
117 | </pre> </td> | ||
118 | </tr> | ||
119 | </table> | ||
120 | |||
121 | </div> | ||
122 | <p> </p> | ||
123 | </td> | ||
124 | </tr> | ||
125 | </table> | ||
126 | <p> </p> | ||
127 | <p> </p> | ||
128 | </body> | ||
129 | </html> | ||