From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/02.Quake3Map/tutorial.html | 181 --------------------- 1 file changed, 181 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html') diff --git a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html b/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html deleted file mode 100644 index 1858b86..0000000 --- a/libraries/irrlicht-1.8.1/examples/02.Quake3Map/tutorial.html +++ /dev/null @@ -1,181 +0,0 @@ - -
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- Lets start! |
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-
- Lets start like the HelloWorld example: We include the irrlicht header
- files and an additional file to be able
As already written in the HelloWorld example, in the Irrlicht Engine,
- everything can be found in the namespace 'irr'. To get rid of the irr::
- in front of the name of every class, we tell the compiler that we use
- that namespace from now on, and we will not have to write that 'irr::'.
Again, to be able to use the Irrlicht.DLL file, we need to link with - the Irrlicht.lib. We could set this option in the project settings, - but to make it easy, we use a pragma comment lib: -
Ok, lets start. Again, we use the main() method as start, not the WinMain(), - because its shorter to write. -
Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). - The difference now is that we ask the user to select which hardware accelerated - driver to use. The Software device would be too slow to draw a huge Quake - 3 map, but just for the fun of it, we make this decision possible too. -
Get a pointer to the video driver and the SceneManager so that we do - not always have to write device->getVideoDriver() and device->getSceneManager(). -
To display the Quake 3 map, we first need to load it. Quake 3 maps are - packed into .pk3 files wich are nothing other than .zip files. So we add - the .pk3 file to our FileSystem. After it was added, we are able to read - from the files in that archive as they would directly be stored on disk. -
Now we can load the mesh by calling getMesh(). We get a pointer returned
- to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
- they are only a huge chunk of static geometry with some materials attached.
- Hence the IAnimated mesh consists of only one frame,
Because the level was modelled not around the origin (0,0,0), we translate - the whole level a little bit. -
Now we only need a Camera to look at the Quake 3 map. And we want to
- create a user controlled camera. There are some different cameras available
- in the Irrlicht engine. For example the Maya Camera which can be controlled
- compareable to the camera in Maya: Rotate with left mouse button pressed,
- Zoom with both buttons pressed,
The mouse cursor needs not to be visible, so we make it invisible. -
We have done everything, so lets draw it. We also write the current frames - per second and the drawn primitives to the caption of the window. The - 'if (device->isWindowActive())' line is optional, but prevents the - engine render to set the position of the mouse cursor after task switching - when other program are active. -
In the end, delete the Irrlicht device. -
That's it. Compile and play around with the program. |
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