From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../examples/12.TerrainRendering/tutorial.html | 244 ++++++++++----------- 1 file changed, 122 insertions(+), 122 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html') diff --git a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html index f3d765f..f81d815 100644 --- a/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html +++ b/libraries/irrlicht-1.8/examples/12.TerrainRendering/tutorial.html @@ -1,122 +1,122 @@ - -
-Lets start! | -|||||||
-
-
-
- In the beginning there is nothing special. We include the needed - header files and create an event listener to listen if the user presses - the 'W' key so we can switch to wireframe mode and if he presses 'D' - we toggle to material between solid and detail mapped. -
The start of the main function starts like in most other example. - We ask the user for the desired renderer and start it up. -
First, we add standard stuff to the scene: A nice irrlicht engine - logo, a small help text, a user controlled camera, and we disable - the mouse cursor. -
Here comes the terrain renderer scene node: We add it just like
- any other scene node to the scene using ISceneManager::addTerrainSceneNode().
- The only parameter we use is a file name to the heightmap we use.
- A heightmap is simply a gray scale texture. The terrain renderer loads
- it and creates the 3D terrain from it.
To be able to do collision with the terrain, we create a triangle - selector. If you want to know what triangle selectors do, just take - a look into the collision tutorial. The terrain triangle selector - works together with the terrain. To demonstrate this, we create a - collision response animator and attach it to the camera, so that the - camera will not be able to fly through the terrain. -
To make the user be able to switch between normal and wireframe mode, - we create an instance of the event reciever from above and let Irrlicht - know about it. In addition, we add the skybox which we already used - in lots of Irrlicht examples. -
That's it, draw everything. Now you know how to use terrain in Irrlicht. -
- |
-
- - + + +
Lets start! | +|||||||
+
+
+
+ In the beginning there is nothing special. We include the needed + header files and create an event listener to listen if the user presses + the 'W' key so we can switch to wireframe mode and if he presses 'D' + we toggle to material between solid and detail mapped. +
The start of the main function starts like in most other example. + We ask the user for the desired renderer and start it up. +
First, we add standard stuff to the scene: A nice irrlicht engine + logo, a small help text, a user controlled camera, and we disable + the mouse cursor. +
Here comes the terrain renderer scene node: We add it just like
+ any other scene node to the scene using ISceneManager::addTerrainSceneNode().
+ The only parameter we use is a file name to the heightmap we use.
+ A heightmap is simply a gray scale texture. The terrain renderer loads
+ it and creates the 3D terrain from it.
To be able to do collision with the terrain, we create a triangle + selector. If you want to know what triangle selectors do, just take + a look into the collision tutorial. The terrain triangle selector + works together with the terrain. To demonstrate this, we create a + collision response animator and attach it to the camera, so that the + camera will not be able to fly through the terrain. +
To make the user be able to switch between normal and wireframe mode, + we create an instance of the event reciever from above and let Irrlicht + know about it. In addition, we add the skybox which we already used + in lots of Irrlicht examples. +
That's it, draw everything. Now you know how to use terrain in Irrlicht. +
+ |
+
+ + -- cgit v1.1