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/26.OcclusionQuery/Makefile | 78 ++--
.../examples/26.OcclusionQuery/OcclusionQuery.dev | 118 +++---
.../26.OcclusionQuery/OcclusionQuery.vcproj | 326 +++++++-------
.../26.OcclusionQuery/OcclusionQuery_vc10.vcxproj | 460 ++++++++++----------
.../26.OcclusionQuery/OcclusionQuery_vc11.vcxproj | 468 ++++++++++-----------
.../26.OcclusionQuery/OcclusionQuery_vc8.vcproj | 462 ++++++++++----------
.../26.OcclusionQuery/OcclusionQuery_vc9.vcproj | 460 ++++++++++----------
.../examples/26.OcclusionQuery/main.cpp | 426 +++++++++----------
8 files changed, 1399 insertions(+), 1399 deletions(-)
(limited to 'libraries/irrlicht-1.8/examples/26.OcclusionQuery')
diff --git a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/Makefile b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/Makefile
index 87e37e4..85848b1 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/Makefile
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/Makefile
@@ -1,39 +1,39 @@
-# 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 = 26.OcclusionQuery
-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: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
-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) $(DESTPATH)
-
-.PHONY: all all_win32 clean clean_linux clean_win32
+# Makefile for Irrlicht Examples
+# It's usually sufficient to change just the target name and source file list
+# and be sure that CXX is set to a valid compiler
+Target = 26.OcclusionQuery
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(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/26.OcclusionQuery/OcclusionQuery.dev b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.dev
index e9d7c04..ac600d9 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.dev
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.dev
@@ -1,59 +1,59 @@
-[Project]
-FileName=example.dev
-Name=Irrlicht Example 26 OcclusionQuery
-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=26.OcclusionQuery.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 26 OcclusionQuery
+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=26.OcclusionQuery.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/26.OcclusionQuery/OcclusionQuery.vcproj b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.vcproj
index 602f2d3..7a19219 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.vcproj
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery.vcproj
@@ -1,163 +1,163 @@
-
-
-
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+
+
+
+
+
+
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+
+
+
+
+
+
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+
+
+
+
+
+
+
diff --git a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc10.vcxproj b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc10.vcxproj
index d56f995..97333fc 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc10.vcxproj
@@ -1,231 +1,231 @@
-
-
-
-
- Debug
- Win32
-
-
- Debug
- x64
-
-
- Release
- Win32
-
-
- Release
- x64
-
-
-
- 26.OcclusionQuery
- {5CE0E2E7-879D-4152-B61D-24E7D0707B45}
- OcclusionQuery
-
-
-
- Application
- false
- MultiByte
-
-
- Application
- false
- MultiByte
-
-
- Application
- false
- MultiByte
-
-
- Application
- false
- MultiByte
-
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-
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-
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- <_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\OcclusionQuery.tlb
-
-
-
-
- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- EnableFastChecks
- MultiThreadedDebug
-
-
- Level3
- EditAndContinue
-
-
- _DEBUG;%(PreprocessorDefinitions)
- 0x0c07
-
-
- ..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- true
- Console
-
-
-
-
-
-
- .\Debug\OcclusionQuery.tlb
-
-
-
-
- Disabled
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
- EnableFastChecks
- MultiThreadedDebug
-
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- Level3
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-
-
- _DEBUG;%(PreprocessorDefinitions)
- 0x0c07
-
-
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- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
- true
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- .\Release\OcclusionQuery.tlb
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- WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
- true
- MultiThreaded
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-
-
- Level3
-
-
- NDEBUG;%(PreprocessorDefinitions)
- 0x0c07
-
-
- ..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe
- ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
- Console
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-
- .\Release\OcclusionQuery.tlb
-
-
-
-
- MaxSpeed
- OnlyExplicitInline
- ..\..\include;%(AdditionalIncludeDirectories)
- WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
- true
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- Level3
-
-
- NDEBUG;%(PreprocessorDefinitions)
- 0x0c07
-
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- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
- Console
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- Disabled
- %(AdditionalIncludeDirectories)
- %(AdditionalIncludeDirectories)
- %(PreprocessorDefinitions)
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- EnableFastChecks
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- MaxSpeed
- MaxSpeed
- %(AdditionalIncludeDirectories)
- %(AdditionalIncludeDirectories)
- %(PreprocessorDefinitions)
- %(PreprocessorDefinitions)
-
-
-
-
-
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ 26.OcclusionQuery
+ {5CE0E2E7-879D-4152-B61D-24E7D0707B45}
+ OcclusionQuery
+
+
+
+ Application
+ false
+ MultiByte
+
+
+ Application
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+ MultiByte
+
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+ <_ProjectFileVersion>10.0.30319.1
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+
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+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+
+
+ AllRules.ruleset
+ AllRules.ruleset
+
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+
+
+
+
+
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+
+ .\Debug\OcclusionQuery.tlb
+
+
+
+
+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ EnableFastChecks
+ MultiThreadedDebug
+
+
+ Level3
+ EditAndContinue
+
+
+ _DEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ true
+ Console
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+
+
+
+
+ .\Debug\OcclusionQuery.tlb
+
+
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+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ EnableFastChecks
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+
+
+ _DEBUG;%(PreprocessorDefinitions)
+ 0x0c07
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+ .\Release\OcclusionQuery.tlb
+
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+ OnlyExplicitInline
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+
+ Level3
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+ NDEBUG;%(PreprocessorDefinitions)
+ 0x0c07
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+ true
+
+
+ Level3
+
+
+ NDEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win64-VisualStudio\26.OcclusionQuery.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/26.OcclusionQuery/OcclusionQuery_vc11.vcxproj b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc11.vcxproj
index fb8b7a9..5a16263 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc11.vcxproj
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc11.vcxproj
@@ -1,235 +1,235 @@
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-
-
-
- Debug
- Win32
-
-
- Debug
- x64
-
-
- Release
- Win32
-
-
- Release
- x64
-
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- 26.OcclusionQuery
- {5CE0E2E7-879D-4152-B61D-24E7D0707B45}
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- v110
-
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- ..\..\bin\Win64-VisualStudio\
-
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-
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- AllRules.ruleset
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- ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
- true
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-
- .\Release\OcclusionQuery.tlb
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- %(AdditionalIncludeDirectories)
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- %(PreprocessorDefinitions)
-
-
-
-
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+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
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+
+
+ Release
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+
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+
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+ {5CE0E2E7-879D-4152-B61D-24E7D0707B45}
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+
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+
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+
+
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+ false
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+
+
+
+
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+
+
+
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+
+
+
+
+
+
+
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+
+
+ <_ProjectFileVersion>10.0.30319.1
+ ..\..\bin\Win32-VisualStudio\
+ ..\..\bin\Win64-VisualStudio\
+
+
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+ ..\..\bin\Win64-VisualStudio\
+
+
+ AllRules.ruleset
+ AllRules.ruleset
+
+
+
+
+ AllRules.ruleset
+ AllRules.ruleset
+
+
+
+
+
+
+
+ .\Debug\OcclusionQuery.tlb
+
+
+
+
+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ EnableFastChecks
+ MultiThreadedDebug
+
+
+ Level3
+ EditAndContinue
+
+
+ _DEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ true
+ Console
+
+
+
+
+
+
+ .\Debug\OcclusionQuery.tlb
+
+
+
+
+ Disabled
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ EnableFastChecks
+ MultiThreadedDebug
+
+
+ Level3
+ ProgramDatabase
+
+
+ _DEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win64-VisualStudio\26.OcclusionQuery.exe
+ ..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)
+ true
+ Console
+
+
+
+
+
+
+ .\Release\OcclusionQuery.tlb
+
+
+
+
+ MaxSpeed
+ OnlyExplicitInline
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ true
+ MultiThreaded
+ true
+
+
+ Level3
+
+
+ NDEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win32-VisualStudio\26.OcclusionQuery.exe
+ ..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+
+
+ .\Release\OcclusionQuery.tlb
+
+
+
+
+ MaxSpeed
+ OnlyExplicitInline
+ ..\..\include;%(AdditionalIncludeDirectories)
+ WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
+ true
+ MultiThreaded
+ true
+
+
+ Level3
+
+
+ NDEBUG;%(PreprocessorDefinitions)
+ 0x0c07
+
+
+ ..\..\bin\Win64-VisualStudio\26.OcclusionQuery.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/26.OcclusionQuery/OcclusionQuery_vc8.vcproj b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc8.vcproj
index faa137f..67631c0 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc8.vcproj
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc8.vcproj
@@ -1,231 +1,231 @@
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diff --git a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc9.vcproj b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc9.vcproj
index c15a527..6d1d0f5 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc9.vcproj
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/OcclusionQuery_vc9.vcproj
@@ -1,230 +1,230 @@
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diff --git a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp
index 17f64b2..02a5440 100644
--- a/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp
+++ b/libraries/irrlicht-1.8/examples/26.OcclusionQuery/main.cpp
@@ -1,213 +1,213 @@
-/** Example 026 OcclusionQuery
-
-This Tutorial shows how to speed up rendering by use of the
-OcclusionQuery feature. The usual rendering tries to avoid rendering of
-scene nodes by culling those nodes which are outside the visible area, the
-view frustum. However, this technique does not cope with occluded objects
-which are still in the line of sight, but occluded by some larger object
-between the object and the eye (camera). Occlusion queries check exactly that.
-The queries basically measure the number of pixels that a previous render
-left on the screen.
-Since those pixels cannot be recognized at the end of a rendering anymore,
-the pixel count is measured directly when rendering. Thus, one needs to render
-the occluder (the object in front) first. This object needs to write to the
-z-buffer in order to become a real occluder. Then the node is rendered and in
-case a z-pass happens, i.e. the pixel is written to the framebuffer, the pixel
-is counted in the query.
-The result of a query is the number of pixels which got through. One can, based
-on this number, judge if the scene node is visible enough to be rendered, or if
-the node should be removed in the next round. Also note that the number of
-pixels is a safe over approximation in general. The pixels might be overdrawn
-later on, and the GPU tries to avoid inaccuracies which could lead to false
-negatives in the queries.
-
-As you might have recognized already, we had to render the node to get the
-numbers. So where's the benefit, you might say. There are several ways where
-occlusion queries can help. It is often a good idea to just render the bbox
-of the node instead of the actual mesh. This is really fast and is a safe over
-approximation. If you need a more exact render with the actual geometry, it's
-a good idea to render with just basic solid material. Avoid complex shaders
-and state changes through textures. There's no need while just doing the
-occlusion query. At least if the render is not used for the actual scene. This
-is the third way to optimize occlusion queries. Just check the queries every
-5th or 10th frame, or even less frequent. This depends on the movement speed
-of the objects and camera.
-*/
-
-#ifdef _MSC_VER
-// We'll also define this to stop MSVC complaining about sprintf().
-#define _CRT_SECURE_NO_WARNINGS
-#pragma comment(lib, "Irrlicht.lib")
-#endif
-
-#include
-#include "driverChoice.h"
-
-using namespace irr;
-
-/*
-We need keyboard input events to switch some parameters
-*/
-class MyEventReceiver : public IEventReceiver
-{
-public:
- // This is the one method that we have to implement
- virtual bool OnEvent(const SEvent& event)
- {
- // Remember whether each key is down or up
- if (event.EventType == irr::EET_KEY_INPUT_EVENT)
- KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
-
- return false;
- }
-
- // This is used to check whether a key is being held down
- virtual bool IsKeyDown(EKEY_CODE keyCode) const
- {
- return KeyIsDown[keyCode];
- }
-
- MyEventReceiver()
- {
- for (u32 i=0; i(640, 480), 16, false, false, false, &receiver);
-
- if (device == 0)
- return 1; // could not create selected driver.
-
- video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();
-
- smgr->getGUIEnvironment()->addStaticText(L"Press Space to hide occluder.", core::recti(10,10, 200,50));
-
- /*
- Create the node to be occluded. We create a sphere node with high poly count.
- */
- scene::ISceneNode * node = smgr->addSphereSceneNode(10, 64);
- if (node)
- {
- node->setPosition(core::vector3df(0,0,60));
- node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
- node->setMaterialFlag(video::EMF_LIGHTING, false);
- }
-
- /*
- Now we create another node, the occluder. It's a simple plane.
- */
- scene::ISceneNode* plane = smgr->addMeshSceneNode(smgr->addHillPlaneMesh(
- "plane", core::dimension2df(10,10), core::dimension2du(2,2)), 0, -1,
- core::vector3df(0,0,20), core::vector3df(270,0,0));
-
- if (plane)
- {
- plane->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
- plane->setMaterialFlag(video::EMF_LIGHTING, false);
- plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
- }
-
- /*
- Here we create the occlusion query. Because we don't have a plain mesh scene node
- (ESNT_MESH or ESNT_ANIMATED_MESH), we pass the base geometry as well. Instead,
- we could also pass a simpler mesh or the bounding box. But we will use a time
- based method, where the occlusion query renders to the frame buffer and in case
- of success (occlusion), the mesh is not drawn for several frames.
- */
- driver->addOcclusionQuery(node, ((scene::IMeshSceneNode*)node)->getMesh());
-
- /*
- We have done everything, just a camera and draw it. We also write the
- current frames per second and the name of the driver to the caption of the
- window to examine the render speedup.
- We also store the time for measuring the time since the last occlusion query ran
- and store whether the node should be visible in the next frames.
- */
- smgr->addCameraSceneNode();
- int lastFPS = -1;
- u32 timeNow = device->getTimer()->getTime();
- bool nodeVisible=true;
-
- while(device->run())
- {
- plane->setVisible(!receiver.IsKeyDown(irr::KEY_SPACE));
-
- driver->beginScene(true, true, video::SColor(255,113,113,133));
- /*
- First, we draw the scene, possibly without the occluded element. This is necessary
- because we need the occluder to be drawn first. You can also use several scene
- managers to collect a number of possible occluders in a separately rendered
- scene.
- */
- node->setVisible(nodeVisible);
- smgr->drawAll();
- smgr->getGUIEnvironment()->drawAll();
-
- /*
- Once in a while, here every 100 ms, we check the visibility. We run the queries,
- update the pixel value, and query the result. Since we already rendered the node
- we render the query invisible. The update is made blocking, as we need the result
- immediately. If you don't need the result immediately, e.g. because you have other
- things to render, you can call the update non-blocking. This gives the GPU more
- time to pass back the results without flushing the render pipeline.
- If the update was called non-blocking, the result from getOcclusionQueryResult is
- either the previous value, or 0xffffffff if no value has been generated at all, yet.
- The result is taken immediately as visibility flag for the node.
- */
- if (device->getTimer()->getTime()-timeNow>100)
- {
- driver->runAllOcclusionQueries(false);
- driver->updateAllOcclusionQueries();
- nodeVisible=driver->getOcclusionQueryResult(node)>0;
- timeNow=device->getTimer()->getTime();
- }
-
- driver->endScene();
-
- int fps = driver->getFPS();
-
- if (lastFPS != fps)
- {
- core::stringw tmp(L"OcclusionQuery Example [");
- tmp += driver->getName();
- tmp += L"] fps: ";
- tmp += fps;
-
- device->setWindowCaption(tmp.c_str());
- lastFPS = fps;
- }
- }
-
- /*
- In the end, delete the Irrlicht device.
- */
- device->drop();
-
- return 0;
-}
-
-/*
-That's it. Compile and play around with the program.
-**/
+/** Example 026 OcclusionQuery
+
+This Tutorial shows how to speed up rendering by use of the
+OcclusionQuery feature. The usual rendering tries to avoid rendering of
+scene nodes by culling those nodes which are outside the visible area, the
+view frustum. However, this technique does not cope with occluded objects
+which are still in the line of sight, but occluded by some larger object
+between the object and the eye (camera). Occlusion queries check exactly that.
+The queries basically measure the number of pixels that a previous render
+left on the screen.
+Since those pixels cannot be recognized at the end of a rendering anymore,
+the pixel count is measured directly when rendering. Thus, one needs to render
+the occluder (the object in front) first. This object needs to write to the
+z-buffer in order to become a real occluder. Then the node is rendered and in
+case a z-pass happens, i.e. the pixel is written to the framebuffer, the pixel
+is counted in the query.
+The result of a query is the number of pixels which got through. One can, based
+on this number, judge if the scene node is visible enough to be rendered, or if
+the node should be removed in the next round. Also note that the number of
+pixels is a safe over approximation in general. The pixels might be overdrawn
+later on, and the GPU tries to avoid inaccuracies which could lead to false
+negatives in the queries.
+
+As you might have recognized already, we had to render the node to get the
+numbers. So where's the benefit, you might say. There are several ways where
+occlusion queries can help. It is often a good idea to just render the bbox
+of the node instead of the actual mesh. This is really fast and is a safe over
+approximation. If you need a more exact render with the actual geometry, it's
+a good idea to render with just basic solid material. Avoid complex shaders
+and state changes through textures. There's no need while just doing the
+occlusion query. At least if the render is not used for the actual scene. This
+is the third way to optimize occlusion queries. Just check the queries every
+5th or 10th frame, or even less frequent. This depends on the movement speed
+of the objects and camera.
+*/
+
+#ifdef _MSC_VER
+// We'll also define this to stop MSVC complaining about sprintf().
+#define _CRT_SECURE_NO_WARNINGS
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+#include
+#include "driverChoice.h"
+
+using namespace irr;
+
+/*
+We need keyboard input events to switch some parameters
+*/
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ // Remember whether each key is down or up
+ if (event.EventType == irr::EET_KEY_INPUT_EVENT)
+ KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
+
+ return false;
+ }
+
+ // This is used to check whether a key is being held down
+ virtual bool IsKeyDown(EKEY_CODE keyCode) const
+ {
+ return KeyIsDown[keyCode];
+ }
+
+ MyEventReceiver()
+ {
+ for (u32 i=0; i(640, 480), 16, false, false, false, &receiver);
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ smgr->getGUIEnvironment()->addStaticText(L"Press Space to hide occluder.", core::recti(10,10, 200,50));
+
+ /*
+ Create the node to be occluded. We create a sphere node with high poly count.
+ */
+ scene::ISceneNode * node = smgr->addSphereSceneNode(10, 64);
+ if (node)
+ {
+ node->setPosition(core::vector3df(0,0,60));
+ node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
+ node->setMaterialFlag(video::EMF_LIGHTING, false);
+ }
+
+ /*
+ Now we create another node, the occluder. It's a simple plane.
+ */
+ scene::ISceneNode* plane = smgr->addMeshSceneNode(smgr->addHillPlaneMesh(
+ "plane", core::dimension2df(10,10), core::dimension2du(2,2)), 0, -1,
+ core::vector3df(0,0,20), core::vector3df(270,0,0));
+
+ if (plane)
+ {
+ plane->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
+ plane->setMaterialFlag(video::EMF_LIGHTING, false);
+ plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true);
+ }
+
+ /*
+ Here we create the occlusion query. Because we don't have a plain mesh scene node
+ (ESNT_MESH or ESNT_ANIMATED_MESH), we pass the base geometry as well. Instead,
+ we could also pass a simpler mesh or the bounding box. But we will use a time
+ based method, where the occlusion query renders to the frame buffer and in case
+ of success (occlusion), the mesh is not drawn for several frames.
+ */
+ driver->addOcclusionQuery(node, ((scene::IMeshSceneNode*)node)->getMesh());
+
+ /*
+ We have done everything, just a camera and draw it. We also write the
+ current frames per second and the name of the driver to the caption of the
+ window to examine the render speedup.
+ We also store the time for measuring the time since the last occlusion query ran
+ and store whether the node should be visible in the next frames.
+ */
+ smgr->addCameraSceneNode();
+ int lastFPS = -1;
+ u32 timeNow = device->getTimer()->getTime();
+ bool nodeVisible=true;
+
+ while(device->run())
+ {
+ plane->setVisible(!receiver.IsKeyDown(irr::KEY_SPACE));
+
+ driver->beginScene(true, true, video::SColor(255,113,113,133));
+ /*
+ First, we draw the scene, possibly without the occluded element. This is necessary
+ because we need the occluder to be drawn first. You can also use several scene
+ managers to collect a number of possible occluders in a separately rendered
+ scene.
+ */
+ node->setVisible(nodeVisible);
+ smgr->drawAll();
+ smgr->getGUIEnvironment()->drawAll();
+
+ /*
+ Once in a while, here every 100 ms, we check the visibility. We run the queries,
+ update the pixel value, and query the result. Since we already rendered the node
+ we render the query invisible. The update is made blocking, as we need the result
+ immediately. If you don't need the result immediately, e.g. because you have other
+ things to render, you can call the update non-blocking. This gives the GPU more
+ time to pass back the results without flushing the render pipeline.
+ If the update was called non-blocking, the result from getOcclusionQueryResult is
+ either the previous value, or 0xffffffff if no value has been generated at all, yet.
+ The result is taken immediately as visibility flag for the node.
+ */
+ if (device->getTimer()->getTime()-timeNow>100)
+ {
+ driver->runAllOcclusionQueries(false);
+ driver->updateAllOcclusionQueries();
+ nodeVisible=driver->getOcclusionQueryResult(node)>0;
+ timeNow=device->getTimer()->getTime();
+ }
+
+ driver->endScene();
+
+ int fps = driver->getFPS();
+
+ if (lastFPS != fps)
+ {
+ core::stringw tmp(L"OcclusionQuery Example [");
+ tmp += driver->getName();
+ tmp += L"] fps: ";
+ tmp += fps;
+
+ device->setWindowCaption(tmp.c_str());
+ lastFPS = fps;
+ }
+ }
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+ return 0;
+}
+
+/*
+That's it. Compile and play around with the program.
+**/
--
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