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/15.LoadIrrFile/tutorial.html | 258 ++++++++++----------- 1 file changed, 129 insertions(+), 129 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html') diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html index e3e4a6b..fb13d48 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/tutorial.html @@ -1,129 +1,129 @@ - - -Irrlicht Engine Tutorial - - - - -
- - - - - - - - -
- Tutorial 15. Load .irr File
-

Since version 1.1, Irrlicht is able to save and load the full scene - graph into an .irr file, an xml based format. There is also an editor - available to edit those files, named irrEdit on http://www.ambiera.com/irredit, - which can also be used as world and particle editor. This tutorial shows - how to use .irr files.

-


-

-
-
- - - - - - - -
- Lets start!
-

Lets start: Create an Irrlicht device and setup the window.

- - - - -
#include 
-#include 
-using namespace irr;
-
-#pragma comment(lib, "Irrlicht.lib")
-
-int main()
-{
-	// ask user for driver
-
-	video::E_DRIVER_TYPE driverType;
-
-	printf("Please select the driver you want for this example:\n"\
-		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
-		" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
-		" (f) NullDevice\n (otherKey) exit\n\n");
-
-	char i;
-	std::cin >> i;
-
-	switch(i)
-	{
-		case 'a': driverType = video::EDT_DIRECT3D9;break;
-		case 'b': driverType = video::EDT_DIRECT3D8;break;
-		case 'c': driverType = video::EDT_OPENGL;   break;
-		case 'd': driverType = video::EDT_SOFTWARE; break;
-		case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
-		case 'f': driverType = video::EDT_NULL;     break;
-		default: return 1;
-	}	
-
-	// create device and exit if creation failed
-
-	IrrlichtDevice* device =
-		createDevice(driverType, core::dimension2d(640, 480));
-
-	if (device == 0)
-		return 1; // could not create selected driver.
-
-	device->setWindowCaption(L"Load .irr file example");
-
-	video::IVideoDriver* driver = device->getVideoDriver();
-	scene::ISceneManager* smgr = device->getSceneManager();
-
-

Now load our .irr file. .irr files can store the whole scene graph - including animators, materials and particle systems. And there is also - the possibility to store arbitrary user data for every scene node in - that file. To keep this example simple, we are simply loading the scene - here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene - for more information. So to load and display a complicated huge scene, - we only need a single call to loadScene().

- - - - -
// load the scene
smgr->loadScene("../../media/example.irr");
-

That was it already. Now add a camera and draw the scene.

- - - - -
	// add a user controlled camera
-
-	smgr->addCameraSceneNodeFPS();
-
-	// and draw everything.
-	
-	while(device->run())
-	if (device->isWindowActive())
-	{
-		driver->beginScene(true, true, video::SColor(0,200,200,200));
-		smgr->drawAll();
-		driver->endScene();
-	}
-
-	device->drop();
-	
-	return 0;
-}
-
- -
-

 

-
-

 

-

 

- - + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+ Tutorial 15. Load .irr File
+

Since version 1.1, Irrlicht is able to save and load the full scene + graph into an .irr file, an xml based format. There is also an editor + available to edit those files, named irrEdit on http://www.ambiera.com/irredit, + which can also be used as world and particle editor. This tutorial shows + how to use .irr files.

+


+

+
+
+ + + + + + + +
+ Lets start!
+

Lets start: Create an Irrlicht device and setup the window.

+ + + + +
#include 
+#include 
+using namespace irr;
+
+#pragma comment(lib, "Irrlicht.lib")
+
+int main()
+{
+	// ask user for driver
+
+	video::E_DRIVER_TYPE driverType;
+
+	printf("Please select the driver you want for this example:\n"\
+		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
+		" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
+		" (f) NullDevice\n (otherKey) exit\n\n");
+
+	char i;
+	std::cin >> i;
+
+	switch(i)
+	{
+		case 'a': driverType = video::EDT_DIRECT3D9;break;
+		case 'b': driverType = video::EDT_DIRECT3D8;break;
+		case 'c': driverType = video::EDT_OPENGL;   break;
+		case 'd': driverType = video::EDT_SOFTWARE; break;
+		case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
+		case 'f': driverType = video::EDT_NULL;     break;
+		default: return 1;
+	}	
+
+	// create device and exit if creation failed
+
+	IrrlichtDevice* device =
+		createDevice(driverType, core::dimension2d(640, 480));
+
+	if (device == 0)
+		return 1; // could not create selected driver.
+
+	device->setWindowCaption(L"Load .irr file example");
+
+	video::IVideoDriver* driver = device->getVideoDriver();
+	scene::ISceneManager* smgr = device->getSceneManager();
+
+

Now load our .irr file. .irr files can store the whole scene graph + including animators, materials and particle systems. And there is also + the possibility to store arbitrary user data for every scene node in + that file. To keep this example simple, we are simply loading the scene + here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene + for more information. So to load and display a complicated huge scene, + we only need a single call to loadScene().

+ + + + +
// load the scene
smgr->loadScene("../../media/example.irr");
+

That was it already. Now add a camera and draw the scene.

+ + + + +
	// add a user controlled camera
+
+	smgr->addCameraSceneNodeFPS();
+
+	// and draw everything.
+	
+	while(device->run())
+	if (device->isWindowActive())
+	{
+		driver->beginScene(true, true, video::SColor(0,200,200,200));
+		smgr->drawAll();
+		driver->endScene();
+	}
+
+	device->drop();
+	
+	return 0;
+}
+
+ +
+

 

+
+

 

+

 

+ + -- cgit v1.1