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/LoadIrrFile.dev | 118 +++--- .../examples/15.LoadIrrFile/LoadIrrFile.vcproj | 324 +++++++------- .../15.LoadIrrFile/LoadIrrFile_vc10.vcxproj | 460 ++++++++++---------- .../15.LoadIrrFile/LoadIrrFile_vc11.vcxproj | 468 ++++++++++----------- .../examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj | 462 ++++++++++---------- .../examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj | 460 ++++++++++---------- .../irrlicht-1.8/examples/15.LoadIrrFile/Makefile | 76 ++-- .../irrlicht-1.8/examples/15.LoadIrrFile/main.cpp | 346 +++++++-------- .../examples/15.LoadIrrFile/tutorial.html | 258 ++++++------ 9 files changed, 1486 insertions(+), 1486 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/15.LoadIrrFile') diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev index b43fe68..1985566 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.dev @@ -1,59 +1,59 @@ -[Project] -FileName=example.dev -Name=Irrlicht Example 15 Load .irr File -UnitCount=1 -Type=1 -Ver=1 -ObjFiles= -Includes=..\..\include -Libs= -PrivateResource= -ResourceIncludes= -MakeIncludes= -Compiler= -CppCompiler= -Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ -IsCpp=1 -Icon= -ExeOutput=../../bin/Win32-gcc -ObjectOutput=obj -OverrideOutput=1 -OverrideOutputName=15.LoadIrrFile.exe -HostApplication= -Folders= -CommandLine= -IncludeVersionInfo=0 -SupportXPThemes=0 -CompilerSet=0 -CompilerSettings=0000000000000000000000 -UseCustomMakefile=0 -CustomMakefile= - -[Unit1] -FileName=main.cpp -CompileCpp=1 -Folder=Projekt1 -Compile=1 -Link=1 -Priority=1000 -OverrideBuildCmd=0 -BuildCmd= - -[VersionInfo] -Major=0 -Minor=1 -Release=1 -Build=1 -LanguageID=1033 -CharsetID=1252 -CompanyName= -FileVersion= -FileDescription=Irrlicht Engine example compiled using DevCpp and gcc -InternalName= -LegalCopyright= -LegalTrademarks= -OriginalFilename= -ProductName= -ProductVersion= -AutoIncBuildNr=0 - +[Project] +FileName=example.dev +Name=Irrlicht Example 15 Load .irr File +UnitCount=1 +Type=1 +Ver=1 +ObjFiles= +Includes=..\..\include +Libs= +PrivateResource= +ResourceIncludes= +MakeIncludes= +Compiler= +CppCompiler= +Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ +IsCpp=1 +Icon= +ExeOutput=../../bin/Win32-gcc +ObjectOutput=obj +OverrideOutput=1 +OverrideOutputName=15.LoadIrrFile.exe +HostApplication= +Folders= +CommandLine= +IncludeVersionInfo=0 +SupportXPThemes=0 +CompilerSet=0 +CompilerSettings=0000000000000000000000 +UseCustomMakefile=0 +CustomMakefile= + +[Unit1] +FileName=main.cpp +CompileCpp=1 +Folder=Projekt1 +Compile=1 +Link=1 +Priority=1000 +OverrideBuildCmd=0 +BuildCmd= + +[VersionInfo] +Major=0 +Minor=1 +Release=1 +Build=1 +LanguageID=1033 +CharsetID=1252 +CompanyName= +FileVersion= +FileDescription=Irrlicht Engine example compiled using DevCpp and gcc +InternalName= +LegalCopyright= +LegalTrademarks= +OriginalFilename= +ProductName= +ProductVersion= +AutoIncBuildNr=0 + diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj index fef4626..f97082d 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile.vcproj @@ -1,162 +1,162 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj index ffc91ed..fc87e34 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc10.vcxproj @@ -1,231 +1,231 @@ - - - - - Debug - Win32 - - - Debug - x64 - - - Release - Win32 - - - Release - x64 - - - - 15.LoadIrrFile - {78C9F424-523C-49AC-94B7-823AA4A26BF9} - LoadIrrFile - - - - Application - false - MultiByte - - - Application - false - MultiByte - - - Application - false - MultiByte - - - Application - false - MultiByte - - - - - - - - - - - - - - - - - - - - - - - <_ProjectFileVersion>10.0.30319.1 - ..\..\bin\Win32-VisualStudio\ - ..\..\bin\Win64-VisualStudio\ - - - ..\..\bin\Win32-VisualStudio\ - ..\..\bin\Win64-VisualStudio\ - - - AllRules.ruleset - AllRules.ruleset - - - - - AllRules.ruleset - AllRules.ruleset - - - - - - - - .\Debug/LoadIrrFile.tlb - - - - - Disabled - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) - EnableFastChecks - MultiThreadedDebug - - - Level3 - EditAndContinue - - - _DEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) - true - Console - - - - - - - .\Debug/LoadIrrFile.tlb - - - - - Disabled - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) - EnableFastChecks - MultiThreadedDebug - - - Level3 - ProgramDatabase - - - _DEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) - true - Console - - - - - - - .\Release/LoadIrrFile.tlb - - - - - MaxSpeed - OnlyExplicitInline - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) - true - MultiThreaded - true - - - Level3 - - - NDEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) - Console - - - - - - - .\Release/LoadIrrFile.tlb - - - - - MaxSpeed - OnlyExplicitInline - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) - true - MultiThreaded - true - - - Level3 - - - NDEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) - Console - - - - - - - Disabled - Disabled - %(AdditionalIncludeDirectories) - %(AdditionalIncludeDirectories) - %(PreprocessorDefinitions) - %(PreprocessorDefinitions) - EnableFastChecks - EnableFastChecks - MaxSpeed - MaxSpeed - %(AdditionalIncludeDirectories) - %(AdditionalIncludeDirectories) - %(PreprocessorDefinitions) - %(PreprocessorDefinitions) - - - - - + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 15.LoadIrrFile + {78C9F424-523C-49AC-94B7-823AA4A26BF9} + LoadIrrFile + + + + Application + false + MultiByte + + + Application + false + MultiByte + + + Application + false + MultiByte + + + Application + false + MultiByte + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Debug/LoadIrrFile.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/LoadIrrFile.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Release/LoadIrrFile.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/LoadIrrFile.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + \ No newline at end of file diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc11.vcxproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc11.vcxproj index 4230696..ed82572 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc11.vcxproj +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc11.vcxproj @@ -1,235 +1,235 @@ - - - - - Debug - Win32 - - - Debug - x64 - - - Release - Win32 - - - Release - x64 - - - - 15.LoadIrrFile - {78C9F424-523C-49AC-94B7-823AA4A26BF9} - LoadIrrFile - - - - Application - false - MultiByte - v110 - - - Application - false - MultiByte - v110 - - - Application - false - MultiByte - v110 - - - Application - false - MultiByte - v110 - - - - - - - - - - - - - - - - - - - - - - - <_ProjectFileVersion>10.0.30319.1 - ..\..\bin\Win32-VisualStudio\ - ..\..\bin\Win64-VisualStudio\ - - - ..\..\bin\Win32-VisualStudio\ - ..\..\bin\Win64-VisualStudio\ - - - AllRules.ruleset - AllRules.ruleset - - - - - AllRules.ruleset - AllRules.ruleset - - - - - - - - .\Debug/LoadIrrFile.tlb - - - - - Disabled - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) - EnableFastChecks - MultiThreadedDebug - - - Level3 - EditAndContinue - - - _DEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) - true - Console - - - - - - - .\Debug/LoadIrrFile.tlb - - - - - Disabled - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) - EnableFastChecks - MultiThreadedDebug - - - Level3 - ProgramDatabase - - - _DEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) - true - Console - - - - - - - .\Release/LoadIrrFile.tlb - - - - - MaxSpeed - OnlyExplicitInline - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) - true - MultiThreaded - true - - - Level3 - - - NDEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) - Console - - - - - - - .\Release/LoadIrrFile.tlb - - - - - MaxSpeed - OnlyExplicitInline - ..\..\include;%(AdditionalIncludeDirectories) - WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) - true - MultiThreaded - true - - - Level3 - - - NDEBUG;%(PreprocessorDefinitions) - 0x0c07 - - - ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe - ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) - Console - - - - - - - Disabled - Disabled - %(AdditionalIncludeDirectories) - %(AdditionalIncludeDirectories) - %(PreprocessorDefinitions) - %(PreprocessorDefinitions) - EnableFastChecks - EnableFastChecks - MaxSpeed - MaxSpeed - %(AdditionalIncludeDirectories) - %(AdditionalIncludeDirectories) - %(PreprocessorDefinitions) - %(PreprocessorDefinitions) - - - - - + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + 15.LoadIrrFile + {78C9F424-523C-49AC-94B7-823AA4A26BF9} + LoadIrrFile + + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + Application + false + MultiByte + v110 + + + + + + + + + + + + + + + + + + + + + + + <_ProjectFileVersion>10.0.30319.1 + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + ..\..\bin\Win32-VisualStudio\ + ..\..\bin\Win64-VisualStudio\ + + + AllRules.ruleset + AllRules.ruleset + + + + + AllRules.ruleset + AllRules.ruleset + + + + + + + + .\Debug/LoadIrrFile.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + EditAndContinue + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Debug/LoadIrrFile.tlb + + + + + Disabled + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions) + EnableFastChecks + MultiThreadedDebug + + + Level3 + ProgramDatabase + + + _DEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + true + Console + + + + + + + .\Release/LoadIrrFile.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win32-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + .\Release/LoadIrrFile.tlb + + + + + MaxSpeed + OnlyExplicitInline + ..\..\include;%(AdditionalIncludeDirectories) + WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions) + true + MultiThreaded + true + + + Level3 + + + NDEBUG;%(PreprocessorDefinitions) + 0x0c07 + + + ..\..\bin\Win64-VisualStudio\15.LoadIrrFile.exe + ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories) + Console + + + + + + + Disabled + Disabled + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + EnableFastChecks + EnableFastChecks + MaxSpeed + MaxSpeed + %(AdditionalIncludeDirectories) + %(AdditionalIncludeDirectories) + %(PreprocessorDefinitions) + %(PreprocessorDefinitions) + + + + + \ No newline at end of file diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj index d78a263..2ed585a 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc8.vcproj @@ -1,231 +1,231 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj index a7bea1b..61f98b4 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/LoadIrrFile_vc9.vcproj @@ -1,230 +1,230 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile index f00e494..0624c8b 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/Makefile @@ -1,38 +1,38 @@ -# Makefile for Irrlicht Examples -# It's usually sufficient to change just the target name and source file list -# and be sure that CXX is set to a valid compiler -Target = 15.LoadIrrFile -Sources = main.cpp - -# general compiler settings -CPPFLAGS = -I../../include -I/usr/X11R6/include -CXXFLAGS = -O3 -ffast-math -#CXXFLAGS = -g -Wall - -#default target is Linux -all: all_linux - -ifeq ($(HOSTTYPE), x86_64) -LIBSELECT=64 -endif - -# target specific settings -all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor -all_linux clean_linux: SYSTEM=Linux -all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm -all_win32 clean_win32: SYSTEM=Win32-gcc -all_win32 clean_win32: SUF=.exe -# name of the binary - only valid for targets which set SYSTEM -DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) - -all_linux all_win32: - $(warning Building...) - $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) - -clean: clean_linux clean_win32 - $(warning Cleaning...) - -clean_linux clean_win32: - @$(RM) $(DESTPATH) - -.PHONY: all all_win32 clean clean_linux clean_win32 +# Makefile for Irrlicht Examples +# It's usually sufficient to change just the target name and source file list +# and be sure that CXX is set to a valid compiler +Target = 15.LoadIrrFile +Sources = main.cpp + +# general compiler settings +CPPFLAGS = -I../../include -I/usr/X11R6/include +CXXFLAGS = -O3 -ffast-math +#CXXFLAGS = -g -Wall + +#default target is Linux +all: all_linux + +ifeq ($(HOSTTYPE), x86_64) +LIBSELECT=64 +endif + +# target specific settings +all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor +all_linux clean_linux: SYSTEM=Linux +all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm +all_win32 clean_win32: SYSTEM=Win32-gcc +all_win32 clean_win32: SUF=.exe +# name of the binary - only valid for targets which set SYSTEM +DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) + +all_linux all_win32: + $(warning Building...) + $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) + +clean: clean_linux clean_win32 + $(warning Cleaning...) + +clean_linux clean_win32: + @$(RM) $(DESTPATH) + +.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 index 42327cd..4abffb3 100644 --- a/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp +++ b/libraries/irrlicht-1.8/examples/15.LoadIrrFile/main.cpp @@ -1,173 +1,173 @@ -/** Example 015 Loading Scenes from .irr Files - -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 an editor available to edit -those files, named irrEdit (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: Create an Irrlicht device and setup the window. -*/ - -#include -#include "driverChoice.h" - -using namespace irr; - -#ifdef _MSC_VER -#pragma comment(lib, "Irrlicht.lib") -#endif - -int main(int argc, char** argv) -{ - // ask user for driver - video::E_DRIVER_TYPE driverType=driverChoiceConsole(); - if (driverType==video::EDT_COUNT) - 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 - if (argc>1) - smgr->loadScene(argv[1]); - else - smgr->loadScene("../../media/example.irr"); - - /* - Now we'll create a camera, and give it a collision response animator - that's built from the mesh nodes in the scene we just loaded. - */ - scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f); - - // Create a meta triangle selector to hold several triangle selectors. - scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); - - /* - Now we will find all the nodes in the scene and create triangle - selectors for all suitable nodes. Typically, you would want to make a - more informed decision about which nodes to performs collision checks - on; you could capture that information in the node name or Id. - */ - core::array nodes; - smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes - - for (u32 i=0; i < nodes.size(); ++i) - { - scene::ISceneNode * node = nodes[i]; - scene::ITriangleSelector * selector = 0; - - switch(node->getType()) - { - case scene::ESNT_CUBE: - case scene::ESNT_ANIMATED_MESH: - // Because the selector won't animate with the mesh, - // and is only being used for camera collision, we'll just use an approximate - // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0) - selector = smgr->createTriangleSelectorFromBoundingBox(node); - break; - - case scene::ESNT_MESH: - case scene::ESNT_SPHERE: // Derived from IMeshSceneNode - selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); - break; - - case scene::ESNT_TERRAIN: - selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node); - break; - - case scene::ESNT_OCTREE: - selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); - break; - - default: - // Don't create a selector for this node type - break; - } - - if(selector) - { - // Add it to the meta selector, which will take a reference to it - meta->addTriangleSelector(selector); - // And drop my reference to it, so that the meta selector owns it. - selector->drop(); - } - } - - /* - Now that the mesh scene nodes have had triangle selectors created and added - to the meta selector, create a collision response animator from that meta selector. - */ - scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( - meta, camera, core::vector3df(5,5,5), - core::vector3df(0,0,0)); - meta->drop(); // I'm done with the meta selector now - - camera->addAnimator(anim); - anim->drop(); // I'm done with the animator now - - // And set the camera position so that it doesn't start off stuck in the geometry - camera->setPosition(core::vector3df(0.f, 20.f, 0.f)); - - // Point the camera at the cube node, by finding the first node of type ESNT_CUBE - scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE); - if(cube) - camera->setTarget(cube->getAbsolutePosition()); - - /* - That's it. Draw everything and finish as usual. - */ - - int lastFPS = -1; - - while(device->run()) - if (device->isWindowActive()) - { - driver->beginScene(true, true, video::SColor(0,200,200,200)); - smgr->drawAll(); - driver->endScene(); - - int fps = driver->getFPS(); - - if (lastFPS != fps) - { - core::stringw str = L"Load Irrlicht File example - Irrlicht Engine ["; - str += driver->getName(); - str += "] FPS:"; - str += fps; - - device->setWindowCaption(str.c_str()); - lastFPS = fps; - } - - } - - device->drop(); - - return 0; -} - -/* -**/ +/** Example 015 Loading Scenes from .irr Files + +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 an editor available to edit +those files, named irrEdit (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: Create an Irrlicht device and setup the window. +*/ + +#include +#include "driverChoice.h" + +using namespace irr; + +#ifdef _MSC_VER +#pragma comment(lib, "Irrlicht.lib") +#endif + +int main(int argc, char** argv) +{ + // ask user for driver + video::E_DRIVER_TYPE driverType=driverChoiceConsole(); + if (driverType==video::EDT_COUNT) + 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 + if (argc>1) + smgr->loadScene(argv[1]); + else + smgr->loadScene("../../media/example.irr"); + + /* + Now we'll create a camera, and give it a collision response animator + that's built from the mesh nodes in the scene we just loaded. + */ + scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f); + + // Create a meta triangle selector to hold several triangle selectors. + scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); + + /* + Now we will find all the nodes in the scene and create triangle + selectors for all suitable nodes. Typically, you would want to make a + more informed decision about which nodes to performs collision checks + on; you could capture that information in the node name or Id. + */ + core::array nodes; + smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes + + for (u32 i=0; i < nodes.size(); ++i) + { + scene::ISceneNode * node = nodes[i]; + scene::ITriangleSelector * selector = 0; + + switch(node->getType()) + { + case scene::ESNT_CUBE: + case scene::ESNT_ANIMATED_MESH: + // Because the selector won't animate with the mesh, + // and is only being used for camera collision, we'll just use an approximate + // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0) + selector = smgr->createTriangleSelectorFromBoundingBox(node); + break; + + case scene::ESNT_MESH: + case scene::ESNT_SPHERE: // Derived from IMeshSceneNode + selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); + break; + + case scene::ESNT_TERRAIN: + selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node); + break; + + case scene::ESNT_OCTREE: + selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node); + break; + + default: + // Don't create a selector for this node type + break; + } + + if(selector) + { + // Add it to the meta selector, which will take a reference to it + meta->addTriangleSelector(selector); + // And drop my reference to it, so that the meta selector owns it. + selector->drop(); + } + } + + /* + Now that the mesh scene nodes have had triangle selectors created and added + to the meta selector, create a collision response animator from that meta selector. + */ + scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( + meta, camera, core::vector3df(5,5,5), + core::vector3df(0,0,0)); + meta->drop(); // I'm done with the meta selector now + + camera->addAnimator(anim); + anim->drop(); // I'm done with the animator now + + // And set the camera position so that it doesn't start off stuck in the geometry + camera->setPosition(core::vector3df(0.f, 20.f, 0.f)); + + // Point the camera at the cube node, by finding the first node of type ESNT_CUBE + scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE); + if(cube) + camera->setTarget(cube->getAbsolutePosition()); + + /* + That's it. Draw everything and finish as usual. + */ + + int lastFPS = -1; + + while(device->run()) + if (device->isWindowActive()) + { + driver->beginScene(true, true, video::SColor(0,200,200,200)); + smgr->drawAll(); + driver->endScene(); + + int fps = driver->getFPS(); + + if (lastFPS != fps) + { + core::stringw str = L"Load Irrlicht File example - Irrlicht Engine ["; + str += driver->getName(); + str += "] FPS:"; + str += fps; + + device->setWindowCaption(str.c_str()); + lastFPS = fps; + } + + } + + device->drop(); + + return 0; +} + +/* +**/ 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