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23 Commits

Author SHA1 Message Date
cutealien
849336343d Merging r6519 through r6561 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6562 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-16 21:17:56 +00:00
cutealien
e9c494503d Merging r6493 through r6517 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6518 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-08-03 19:12:11 +00:00
cutealien
1de0ec5459 Merging r6488 through r6491 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6492 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-13 12:25:10 +00:00
cutealien
1670db617b Merging r6468 through r6486 from trunk to ogl-es branch
Also updating ES&ES2 interface to work with removal of IMaterialRendererServices::setBasicRenderStates


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6487 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-05 19:28:40 +00:00
cutealien
e4bb544079 Support startUseProgram in COGLES2MaterialRenderer
Not tested much, but seems to be easier in es2 than in normal OpenGL
Probably because it doesn't have to care about switching back to fixed function pipeline


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6478 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-27 20:02:09 +00:00
cutealien
23ebdbe978 Merging r6468 through r6476 from trunk to ogl-es branch
Note: Not yet using latest changes to IMaterialRendererServices in ES2 driver


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6477 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-27 19:51:22 +00:00
cutealien
dd16d578d8 Support IShaderConstantSetCallBack::OnCreate in ogles2/webgl1 driver
ogles1 has no shader support, so nothing to be done there.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6468 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:56:17 +00:00
cutealien
621bad3111 Merging r6426 through r6466 from trunk to ogl-es branch
Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:50:32 +00:00
cutealien
e184e4aedb Fix compiler warnings
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6466 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:30:14 +00:00
cutealien
9622a8b138 Fix Android.mk which still tried to compile no longer existing file
Sorry, messed up last merge with some changes in Software renderer it seems.
Thanks @Christian Keimel for reporting


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6457 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-01 14:56:42 +00:00
cutealien
07f17647d2 Merging r6405 through r6424 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6425 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-09-22 21:55:03 +00:00
cutealien
ddc14ea87e Merging r6383 through r6403 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6404 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-15 16:02:08 +00:00
cutealien
ec38b153da COGLES2Driver: fix swapped color screenshots.
Thanks @sfan5 for patch (05c109a1d5)
Forum: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819&p=306518


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6383 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-05 14:10:48 +00:00
cutealien
0555e03109 Merging r6381 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6382 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-05 13:28:44 +00:00
cutealien
67a488fc5c Merging r6364 through r6379 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6380 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-04 21:38:12 +00:00
cutealien
993f990036 Merging r6337 through r6363 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6379 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-05-04 21:26:18 +00:00
cutealien
2d63fdba3d Merging r6288 through r6336 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6337 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-04-15 18:51:09 +00:00
cutealien
67469c8899 Merging r6275 through r6286 from trunk to ogl-es branch
- Fixing warnings
- Updating bzip2 and zlib libraries


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6287 dfc29bdd-3216-0410-991c-e03cc46cb475
2022-01-07 16:30:25 +00:00
cutealien
6d96663c9a Merging r6256 through r6273 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6274 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-12-12 14:06:53 +00:00
cutealien
6025242ee9 Fix compiling Android and iOS
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6258 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:26:01 +00:00
cutealien
1efc93d766 Merging r6256 from trunk to ogl-es branch
(fixing OSX again)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6257 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:20:42 +00:00
cutealien
ee3579015b Merging r6250 through r6254 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6255 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 19:14:39 +00:00
cutealien
21302d038a Merging r6196 through r6248 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6249 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-26 21:57:27 +00:00
984 changed files with 53484 additions and 19945 deletions

@ -1,6 +1,7 @@
--------------------------
Changes in ogl-es (not yet released - will be merged with trunk at some point)
- COGLES2Driver: fix swapped color screenshots. Thanks @sfan5 for patch (https://github.com/minetest/irrlicht/commit/05c109a1d52db8293d8721337853043924feedae)
- Add support for (experimental) WebGL1 driver for emscripten (still work in process)
- Add support for emscripten. Thanks @labsin for the patch.
- Add IVideoDriver::getAmbientLight function so shaders can access global ambient light easier
@ -9,6 +10,97 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
--------------------------
Changes in 1.9 (not yet released)
- TGA loader no longer reduces 24&32 bit TGA's with palettes to 16 bit. Thanks @erlehmann for report: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=52925
- Fix compile error with OS X 10.10 SDK, bug #463. Thanks @Ryan Schmidt for report and patch.
- Optimize quaternion::rotationFromTo. Thanks @Robert Eisele for patch and proof (https://raw.org/proof/quaternion-from-two-vectors)
- Shader material example shows now how to pass material values.
In 1.8 we could still use gl_FrontMaterial, but that is no longer supported in shaders
- Get IMeshBuffer::append functions working for a few more cases and adapt interface so one can prevent the BoundingBox update.
- Bugfix: SMaterialLayer::operator!= no longer returns true when comparing a layer without texture matrix with one with a set identity texture matrix. Those are the same.
- SMaterialLayer no longer releases allocated texture memory before destructor unless explicitly requested.
This can avoid constantly allocation/releasing memory in the active driver material when setting materials.
Note that it does not copy texture memory when it's unused. This is still optimized.
- Add IMeshSceneNode::setNodeRegistration to allow registering MeshSceneNodes to the SceneManager per buffer instead of per node
- Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
- CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
We had Sleep(1) to allow yielding to all processes back in Windows XP time.
But a) This caused Windows apps to sleep for 15ms usually and b) behavior for Sleep(0) was changed after Window XP to do what we want it to do.
- Add ICursorControl::getReferenceRect
- Fix: Listbox no longer sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED when pressed mouse was moved over item before releasing the mouse button
- Listbox items can now change individual background colors
- Fix some bitfield sizes in SMaterial which were chosen too small for enums (PolygonOffsetDirection, ZWriteEnable, BlendOperation)
- Add ISceneNode::UpdateAbsolutePosBehavior variable to allow nodes to ignore the scale/rotation parts of their parents transformation.
- Add IGUISpinBox functions getValueFor and getOldValue
- Bugfix: IGUIElement::getNextElement now passing includeInvisible and includeDisabled flags recursively instead of disabling those for children.
This fixes problems that elements sometimes didn't get a tab order because some parent was invisible and so tab'ing for them failed completely.
Also setTabOrder(-1) now also checks for disabled elements for the same reason (disabled parent causing children to not get a tab-order).
- Fix MouseButtonStates for mouse events in CIrrDeviceSDL when middle or right button are released.
- CGUIContextMenu no longer marks EMIE_MOUSE_MOVED as handled
- core::array::linear_search and linear_reverse_search can now work with any types as long as corresponding operator== is implemented.
- Add checks for sane image sizes in some image loaders (so far: bmp, jpg, tga, png).
Thanks @sfan5 for the original patch (got modified a bit): https://github.com/minetest/irrlicht/commit/dbd39120e7ed8c0c97e48e2df62347627f3c1d42
- Add IImage::checkDataSizeLimit and make IImage getDataSizeFromFormat return size_t so image loaders can check if sizes are sane.
- Fix crash with large jpg files. Based somewhat on a patch in Minetest from sfan5 https://github.com/minetest/irrlicht/commit/594de9915346a87f67cd94e28c7933993efb5d3b
- COSOperator::getSystemMemory now returns some value on OSX (thought same for total and available).
Thanks @sfan5 for patch https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819 and https://github.com/minetest/irrlicht/commit/e469c54f76f6d24f92389b4e8a27b9cce7152888
- Fix CVertexBuffer::setType switching types for non-empty arrays. Before we had some bad casts which could result in random initializing of some vertex data.
- IVertexBuffer interface changes: pointer() now returns void*. Adding a const version of getData(). Some set functions have now overload for all vertex types.
- S3DVertex now always initializes color to 0xffffff. That was previously the only uninitialized variable in there. Also both derived classes have now a constructor taking a const S3DVertex&.
- Fix deserialization in CGUITable. Use now getAttributeAsStringW instead of getAttributeAsString.
Thanks @chronologicaldot for report and patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=7&t=52821
- IIndexBuffer interface changes: Adding a const version of getData(). Some set functions now copy by value instead of per reference, which shouldn't be slower for this and is safer to use.
- Fix CIndexBuffer::setType going from 16 to 32 bit. This had some casts which simply could mess up the results.
- Fix OSX nor resizing properly. Thanks @torleif, Jordach and sfan5 for patch and report: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- X meshloader fixes bug with uninitialized normals. Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- stl meshloader now faster, especially with text format
- CMemoryReadFile::seek CMemoryWriteFile::seek and no longer allowed to go _before_ start.
Thanks @sfan5 for patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819
- stl meshloader can now load 32 bit buffers.
Thanks @Foaly for the patch: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
- obj writer can now write 32 bit buffers
- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
Thanks @Wol101 for original patch proposal: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
- Add IGUIImage::flip to flip/mirror images
- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
Costs some speed, but fixes floating point troubles caused by this optimization (like x/x no longer being 1.0).
- Bugfix: XML reader dropped last character in strings if there was a special character replacement for the second-last character.
- Avoid allocating more than 16k on stack in OCT loader. Also avoid potential heap overwrites in there.
- obj file loader now allows using mtl files with spaces in the filename.
Note that this means it no longer handles obj files which have multiple mtl files behind the mtllib command.
But Irrlicht ignored all but the first name anyway and this way of handling mtllib commands seems to be more common.
- Many defines changed because they were using names which are reserved identifiers in c++.
Mostly it's about replacing __IRRxxx or _IRRxxx identifiers by versions without underscores
Sometimes underscores at end also got removed.
There is a header file irrLegacyDefines.h which can be included to allow having the old defines back.
Thanks @Markus Elfring for reporting this (bug #427)
- Add equals and set_data functions to core::array for easier working with blocks of data.
- SIrrlichtCreationParameters::IgnoreInput set to false works again on X11.
Thanks @ Victor Gaydov for report + patch + very good test cases! (bug #401)
This had been broken since Irrlicht 1.6
- Add steer parameter to CSceneNodeAnimatorFollowSpline which allows rotating node toward direction of movement.
Thanks @ Bate for the patch (patch #175)
- Add a workaround for XWarpPointer bug that causes mouse to jump when users have set a Coordinate Transformation Matrix for their mouse on X11.
This was mentioned in bug #450 by vikaig.
The fix needs compiling with _IRR_LINUX_X11_XINPUT2_ enabled (so far disabled by default)
- Add IGeometryCreator::createTorusMesh to create donuts.
- Don't try loading broken image files twice with same loader anymore.
- Make CImageLoaderJPG thread safe. Thanks @ Edoardo Lolletti for report and patch (patch #324)
- Add ETCF_SUPPORT_VERTEXT_TEXTURE flag which can be used to enable vertex texture sampling support in Direct3D 9.
Note that this was enabled for a long time in 1.9 svn, but is now disabled by default.
- CGUIListBox now serializes the state of "Selected". Feature wish by chronologicaldot (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=52719)
- Bugfix: Changing focus with tab-keys now also work when elements are inside a modal screen.
- COBJMeshFileLoader using a bit more exact color conversion for 0-1 to 0-255 range (same now as SColorf::toSColor uses).
- Speedup for COBJMeshWriter
- Add blinkMode parameter to IGUIEnvironment::addModalScreen, so blinking can be suppressed
- Speedup: Avoid string copy in CXMLReaderImpl::getAttributeByName
- Fix bug in rect::clipAgainst that had caused rects completely outside to the left-top of the rect to be clipped against ending up with both corners outside.
It still worked for UI in most cases as the resulting rectangle still had an area of 0.
- Add getAlign functions to IGUIElement
@ -52,7 +144,7 @@ Changes in 1.9 (not yet released)
- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
Or when there are other window elements going over full window-size.
Thanks to Stephen Lynx for the bugreport and to Sérgio Augusto Vianna for writing a test case with a bug example.
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menues.
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menus.
- Add a normalType parameter to IGeometryCreator::createCylinderMesh
- Add a normalsUpdate parameter to IMeshManipulator::transform to allow updating the normals with the inverse-transpose of the transformation matrix.
- Bugfix: quaternion::slerp now uses lerpN instead of lerp to keep result normalized.
@ -84,7 +176,7 @@ Changes in 1.9 (not yet released)
- Drivers can now try to create textures from images in more exotic color formats (like floating point formats). It depends on the driver how much that works (so far mainly OpenGL can handle it somewhat).
- Fix OpenGL to no longer switch colors red and blue in 24-bit RGB format. But warnings added to documentation to avoid 24-bit textures as they are generally just trouble.
- No longer try to convert ECF_R5G6B5 to ECF_A1R5G5B5 on OpenGL (just made texture-loading seem to fail).
- Add flag SIrrlichtCreationParameters.WindowResizable. Mainly to work around troubles with SDL+OpenGL on some platforms where resizing later can be tricky/impossible.
- Add parameter SIrrlichtCreationParameters.WindowResizable. Mainly to work around troubles with SDL+OpenGL on some platforms where resizing later can be tricky/impossible.
- Add operator[] to vector2d and vector3d
- Bugfix: IrrlichtDevice::isWindowMinimized no longer returns true when it's maximized on Windows.
- Ignore degenerated faces in obj file loader when they would generate triangles where 2 vertices use identical indices.
@ -317,7 +409,51 @@ Changes in 1.9 (not yet released)
- burningvideo: mipmaplevel adjusted ( not that bad bokeh...(sometimes) )
--------------------------
Changes in 1.8.5
Changes in 1.8.6
- CXMeshFileLoader: fix buffer overreads with text format. Thanks @sfan5 for report and patch.
Patch (commit 6f4f7c4 to Minetest): https://github.com/minetest/irrlicht/commit/6f4f7c4d75c9d563e98d3936ed8bc6e248dc14a8
- Fix CB3DMeshFileLoader::readString. Prevent adding a character beyond file-end. Thanks @sfan5 for report and patch.
Original patch (commit 103ab16 to Minetest): https://github.com/minetest/irrlicht/commit/103ab16679a42cb1bfa4cc4e6316195ec2d139b6
- CB3DMeshFileLoader: add some bounds checks. Thanks @sfan5 for report and patch.
Original patch (commit 64688f4 to Minetest): https://github.com/minetest/irrlicht/commit/64688f449099246ec27eb013f58d72a0abb1c6e6
- TGA loader: Fix number overflow causing crashes. Thanks @sfan5 for fuzzing test.
- TGA loader: Fix several buffer overflows. Thanks @erlehmann for report and @sfan5 for fuzzing test: https://github.com/minetest/irrlicht/issues/236
- COBJMeshFilerLoder: prevent buffer overruns from loading files passing negative indices. Thanks @sfan5 fore report and patch.
Patch (commit 827710f to Minetest): https://github.com/minetest/irrlicht/commit/827710f74a615f53b2a1b0c539c58c2b6124f883
- COBJMeshFilerLoder: fix buffer overruns when loading empty face lines. Thanks @sfan5 fore report and patch.
Patch (commit 80e1609 to Minetest): https://github.com/minetest/irrlicht/commit/80e160935d3c2677344b0968c2690f63083a98dd (partially applied)
- CObjMeshFileLoader: Backport fixes from trunk to avoid unnecessary memory allocations (speedup)
- CObjMeshFileLoader: Backport fixes from trunk to avoid some buffer overruns
- CImageLoaderBMP: Fix handling 4 bit RLE encoding. Thanks @sfan5 finding first bug and reporting (had some more)
- CImageLoaderBMP: add bound checks to RLE decompression. Thanks @sfan5 for report and patch
Patch (commit 4506d23 to Minetest): https://github.com/minetest/irrlicht/commit/4506d23dc3fa48332b5ca6c05633aebdbac673be
- CImageLoaderBMP: check bitmap data against required size. Thanks @sfan5 for report and patch
Report: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307195
Patch (commit 028cb8d to Minetest): https://github.com/minetest/irrlicht/commit/028cb8dbed8266264a5804108191f56e238db1bc
- Fix OSX 10.9X build problem related to NSApplication setDelegate calls getting casted to wrong class (Bug #462 and also fixing older Bug #297)
Thanks @Ryan Schmidt for bug report and patch.
- Backport: Fix compiling for Apple silicon (Bugs #452 and #461). Thanks @Ryan Schmidt for bug report and updated patch.
- Fix compiling on OSX with case-sensitive filesystems: IrrFramework-Info.plist now always starting with upper-case.
Thanks @Ryan Schmidt for bug report and patch.
- Fix: The build-in libpng now uses same zlib headers as rest of Irrlicht.
This fixes OSX compiling (which didn't have zlib in include path and used system header for this one instead).
Thanks @Ryan Schmidt for bug report.
- Backport parts of COpenGLCommon.h to ensure that COpenGLExtensionHandler, COpenGLShaderMaterialRenderer and COpenGLTexture all use identical GL extension settings
- Backport removing register keywords (deprecated by c++17)
- Backport bugfix from trunk to make CUserPointerAttribute::setString work on 64-bit systems.
- Remove unnecessary implemented assignment operator in quaternion, irrMap, SViewFrustum, line2d and IQ3Shader which cause warnings with -Wdeprecated in newer gcc
- Avoid warning about stringop-overflow in string<T>::subString when compiling in release with newer gcc
- Update library zlib to 1.2.11 (from 1.2.8)
- Update library bzip2 to 1.0.8 (from 1.0.6)
- Security: Fix buffer overflow caused by malformed md2 files. Thanks @procfs for reporting (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=7&t=52785)
- Makefile now only adds CFLAGS instead of overwriting them.
- Several spelling fixes (Patch #455). Thanks @J. Puydt
--------------------------
Changes in 1.8.5 (1st November 2021, svn [r6263])
- Fix some aes compile warnings on gcc about fall-throughs.
- No longer include sys/sysctl.h on other platforms than OSX. Fixes compile errors in COSOperator on newer Linux systems.
- Update script to generate tutorial.html's in example folders. Add missing ones. Update existing ones. Thanks @Guillian J for noticing those were outdated.
- Update libpng to 1.6.37 (from 1.6.23)
- Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch.
- CIrrDeviceMacOSX now sets the SEvent.MouseInput Shift and Control values on mouse events like the other devices. Thanks @ Zero King for patch (#321)
@ -334,7 +470,7 @@ Changes in 1.8.5
Additional check also added in createAndOpenFile to early out on empty names.
- Fix bug in cursor positions when compiled with newer Windows SDK's (v110 in VS2012) and running on Systems >= Windows Vista in windowed mode.
Thanks @Mustapha Tachouct for the bugreport and patch proposal. Also thanks @BakeMyCake for an earlier report.
- IOSOperator::getSysteMemory() no longer returns incorrect values with >2GB. Thanks @Eduline - human development for report and patch.
- IOSOperator::getSystemMemory() no longer returns incorrect values with >2GB. Thanks @Eduline - human development for report and patch.
- Increase KEY_KEY_CODES_COUNT to fix problem with laptop keyboards which return the keycode 0xff for the function key. Thx @Klokancz for bugreport and patch.
- Fix bug when calling activateJoysticks on windows several times. It had appened joystick information instead of replacing it, thereby increasing joystick number on each call.
Only happened compiling with _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ (which is the default). Linux and SDL implementation not affected.
@ -360,7 +496,7 @@ Changes in 1.8.4 (9th July 2016, svn r5321)
- Get rid of some misleading-indentation warnings in gcc6
- Fix serialization of the InputReceiverEnabled flag in CCameraSceneNode
- Fix pasting text from X11 applications to Irrlicht. Thanks @est31 for the patch.
- Tests give now a warning when stabilizing screenshots failed. Aslo trying more often now (a hack as taking screenshots otherwise fails often in windowed mode on some systems).
- Tests give now a warning when stabilizing screenshots failed. Also trying more often now (a hack as taking screenshots otherwise fails often in windowed mode on some systems).
--------------------------
Changes in 1.8.3 (13.9.2015)
@ -430,7 +566,7 @@ Changes in 1.8 (7.11.2012)
- user clipplanes fixed
- Skip rendering of lines, points, and polygons, as these lead to crahses due to wrong access to the vertex lists. A fix would need major rewrite of the vertex cache, or at least some other render methods.
- Skip rendering of lines, points, and polygons, as these lead to crashes due to wrong access to the vertex lists. A fix would need major rewrite of the vertex cache, or at least some other render methods.
- Add mipmap generation for makeColorKeyTexture
@ -447,7 +583,7 @@ Changes in 1.8 (7.11.2012)
- Colladawriter now writing matrices for node transformations as old solution did not work with CDummyTransformationSceneNode's.
- Colladawriter no longer create an extra node for the scenemanger as <visual_scene> has that job in Collada.
- Colladawriter no longer create an extra node for the scenemanager as <visual_scene> has that job in Collada.
- Colladwriter no longer makes all Scenenodes children of ambient-light as that can be parallel on the same layer instead.
@ -461,7 +597,7 @@ Changes in 1.8 (7.11.2012)
- Properly destroy OpenGL resources on linux (thx @curaga for the patch)
- Fix diplay bux in the attribute-panel of the GUIEditor. Fixes bug 3517314 (thx @Darkcoder for reporting).
- Fix display bugs in the attribute-panel of the GUIEditor. Fixes bug 3517314 (thx @Darkcoder for reporting).
- Allow caching cursor position on X11 to work around slow XQueryPointer calls (thx @Hendu for reporting+patch proposal)
@ -656,7 +792,7 @@ Changes in 1.8 (7.11.2012)
- Improved 2d render settings and caching
- Initial suppport for sRGB render functions
- Initial support for sRGB render functions
- Improved terrain scene node rendering
@ -708,7 +844,7 @@ Changes in 1.8 (7.11.2012)
- Particle sphere emitter rand values fixed
- Support Unicode SHY dynamic hypen in word wrap
- Support Unicode SHY dynamic hyphen in word wrap
- Fix OBJ reader sometimes running over EOF
@ -720,7 +856,7 @@ Changes in 1.8 (7.11.2012)
- Added the ability to open an archive from an IReadFile*, added a FileToHeader tool with instructions of how to make a portable app that consists of a single executable file.
- Added suppport for right-to-left (RTL) text, supplied by Auria from STK
- Added support for right-to-left (RTL) text, supplied by Auria from STK
- Added ISceneManager::createSceneNodeAnimator to create animators by name
@ -1301,7 +1437,7 @@ Changes in 1.7.1 (17.02.2010)
- mem leak in OBJ loader fixed
- Removed some default parameters to reduce ambigious situations
- Removed some default parameters to reduce ambiguous situations
---------------------------
Changes in 1.7 (03.02.2010)
@ -1422,7 +1558,7 @@ Changes in 1.7 (03.02.2010)
- Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
- New contextmenue features:
- New contextmenu features:
automatic checking for checked flag.
close handling now customizable
serialization can handle incomplete xml's
@ -1457,7 +1593,7 @@ Changes in 1.7 (03.02.2010)
- More draw2dimage support in software drivers
- Sphere node now properly chooses a good tesselation based on the parameters
- Sphere node now properly chooses a good tessellation based on the parameters
- Active camera not registered twice anymore
@ -1540,7 +1676,7 @@ Changes in 1.6.1 (13.01.2010)
- Fix material handling in createMeshWith1TCoords
- Fix another (OldValue == NewValue) before drop()/grap(), this time in CTextureAttribute::setTexture.
- Fix another (OldValue == NewValue) before drop()/grab(), this time in CTextureAttribute::setTexture.
- Fix LIGHTMAP_LIGHTING for D3D drivers.
@ -1720,7 +1856,7 @@ Changes in 1.6 (23.09.2009)
One Note: in OpenGL there is know difference between sphere_map and reflection layer
both using GL_TEXTURE_GEN_MODE GL_SPHERE_MAP, whereas in d3d one time using camera_normal
on sphere and reflection on refletcion_layer.
on sphere and reflection on reflection_layer.
The visual difference is that on sphere map the "image is not moving" when you rotate the
viewer. For Burning i took the opengl visual. always moving
@ -1943,7 +2079,7 @@ Changes in 1.6 (23.09.2009)
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
Problem. you start setting the map. (setWorld). First update comes 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
@ -1952,7 +2088,7 @@ Changes in 1.6 (23.09.2009)
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
if defined octree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
@ -2283,7 +2419,7 @@ Changes in version 1.5.1 (05.08.2009)
- Some virtuals are now overridden as expected.
- Incomplete FBOs are properly signalled now
- Incomplete FBOs are properly signaled now
- Update to libpng 1.2.35, fixed issues on 64bit machines with system's libpng.
@ -2315,7 +2451,7 @@ Changes in version 1.5.1 (05.08.2009)
- Fixed animator removal.
- Checnged collision checks for children of invisible elements to also be ignored (as they're actually invisible due to inheritance).
- Changed collision checks for children of invisible elements to also be ignored (as they're actually invisible due to inheritance).
- Fix terrain to use 32bit only when necessary, make terrain use hw buffers. Heightmap loading and height calculation fixed. Visibility and LOD calculations updated.
@ -2434,7 +2570,7 @@ Changes in version 1.5 (15.12.2008)
- Enable use of other meshes for shadow mesh generation, can be used to speed up shadow generation and rendering for complex meshes. Patch based on a version by tonic.
- Fixed usage of SIrrCreationParameters struct, which dind't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
- Fixed usage of SIrrCreationParameters struct, which didn't have copy constructor and assignment operator anymore, since the Irrlicht version string was made const.
- New glext.h (version 41) and glxext.h (version 20) supporting OpenGL 3.0
@ -2523,7 +2659,7 @@ Changes in version 1.5 (15.12.2008)
- Scene node sorting uses squared distances now.
- Enhanced API for hte math functions. Many of them will now return a reference to *this for chained method invocations.
- Enhanced API for the math functions. Many of them will now return a reference to *this for chained method invocations.
- prevent .x loader to load .xml files.
@ -2608,12 +2744,12 @@ Changes in version 1.5 (15.12.2008)
- New method driver->getVendorInfo() to query information about the actual hardware driver.
- Fixed somed CQuake3ShaderSceneNode problems.
- Fixed some CQuake3ShaderSceneNode problems.
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
- SceneManager:
Removed the seperate rendering states for quake3 Shader Scene Nodes.
Removed the separate rendering states for quake3 Shader Scene Nodes.
Nodes are now solid or transparent. ( but still more states are needed )
- GUI:
@ -2758,7 +2894,7 @@ Changes in version 1.4.1 (04 Jun 2008)
-------------------------------------------
Changes in version 1.4 (30 Nov 2007)
- Major API change: All material properties which are available per texture layer (curently texture, texture matrix, texture filters, and texture wrap mode) are separated into a new struct SMaterialLayer. You can access them via the array TextureLayer[] in SMaterial. The texture matrix methods in SMaterial are still alive, and also textures can be accessed via methods in SMaterial now. But still, many places in user code need some update (usually changing material.Textures[i] to material.TextureLayer[i].Texture etc.)
- Major API change: All material properties which are available per texture layer (currently texture, texture matrix, texture filters, and texture wrap mode) are separated into a new struct SMaterialLayer. You can access them via the array TextureLayer[] in SMaterial. The texture matrix methods in SMaterial are still alive, and also textures can be accessed via methods in SMaterial now. But still, many places in user code need some update (usually changing material.Textures[i] to material.TextureLayer[i].Texture etc.)
- Major API rewriting for proper const usage. Now, most getter methods are const and so are the larger parameters and return values. Moreover, many methods taking only unsigned numbers now use u32 instead of s32 in order to recognize this limitation from the method's signature.
@ -2919,7 +3055,7 @@ GUI:
Added navigation through the GUI using tab and the shift and control keys.
Use these new methods to control tab navigation:
setTabStop - set this to true if the focus will vist the element.
setTabStop - set this to true if the focus will visit the element.
isTabStop - returns true if the focus will visit the element.
setTabOrder - Sets the order of focus within this tab group,
Only one element in each group should have the same TabOrder number.
@ -3167,7 +3303,7 @@ Changes in version 1.3 (15 Mar 2007)
The pointer to M is acquired by mat.pointer(), some methods take a matrix4 reference
instead of a f32*.
- Some more suppport for tangent meshes
- Some more support for tangent meshes
- Several alpha blend fixes in several drivers and methods
@ -3281,14 +3417,14 @@ Font improvements:
a very short time. This allows other processes to execute without a major
penalty for the Irrlicht application.
- Added sleep() methd to IrrlichtDevice, for pausing the Irrlicht process for a longer
- Added sleep() method to IrrlichtDevice, for pausing the Irrlicht process for a longer
amount of time.
- Auto-split mesh to 16bit buffers in 3ds loader
- 8bit RGB332 image format support
- isActive() under Linux now behaves like the Windows variant: True iff window has focus
- isActive() under Linux now behaves like the Windows variant: True if window has focus
- Fixed(?) the glXGetProcAddress problems with different drivers
@ -3322,7 +3458,7 @@ Font improvements:
- CFileList: Changed FileListEntry sorting to
a) Directory comes first
b) sorting ignores case
so it feel's more like common browers
so it feel's more like common browsers
- added a Texture transform to IVideoDriver::setTransform
@ -3383,7 +3519,7 @@ Font improvements:
and to correct the border back on drawing, specify the parameter in IGUIFont.
this is quite useful if you want to use more artistic fonts.
default = 0
better kerning would need a seperate coordinate set for each symbol.
better kerning would need a separate coordinate set for each symbol.
- changed MD2_FRAME_SHIFT to lower framerate
-> lower IPol
@ -3434,7 +3570,7 @@ Changes in version 1.2 (29 Nov 2006)
- Default texture format is now A8R8G8B8 if not explicitly specified. This fixes some color artifacts with lightmaps. Bugfix submitted by hey_i_am_real.
- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This shoudl increase render performance for scenes with lots of (invisible) nodes.
- In OnPostRender all transformations were taken as relative and multiplied with the root transformation matrix every time due to a wrong check for the real root node. This should increase render performance for scenes with lots of (invisible) nodes.
- Added correct list copy constructor.
@ -3465,13 +3601,13 @@ Changes in version 1.2 (29 Nov 2006)
- New video driver feature to check for multitexture feature.
- Direct3D drivers update the devicelost variable if reseeting failed with this return code.
- Direct3D drivers update the devicelost variable if resetting failed with this return code.
- VideoModeList under Linux is correctly filled now. No glX calls are made if GLX extension is not found - only software drivers are available then. RandR extension can be enabled with a new compile flag in IrrCompileConfig.h, either instead of XF86VidMode or in addition.
- Big Endian support for MS3D loader.
- Apfelbaum software renderer: basic mipmap support (per triangle), switch for using w-buffer instad z-buffer ( default on )
- Apfelbaum software renderer: basic mipmap support (per triangle), switch for using w-buffer instead z-buffer ( default on )
- Better FPU support: Changed various fpu-call's in whole project (main reason to use faster float to int conversion on x86. ( fistp ))
@ -3483,7 +3619,7 @@ Changes in version 1.2 (29 Nov 2006)
- Colorconverter: X8R8G8B8toA1R5G5B5, set Alpha High, minor: A1R5G5B5toA8R8G8B8 changed if (a) to conditional set
- CImage: added boxfilter (weigthed average), (generic, slow)
- CImage: added boxfilter (weighted average), (generic, slow)
- The scene manager now sets an ambient light color when calling ISceneManager::drawAll().
You can influence this by calling ISceneManager::setAmbientLight(). That light color
@ -3566,7 +3702,7 @@ Changes in version 1.1 (06 Aug 2006)
- Added scene node animator factories. This is the same as scene node
factories, but for scene node animators.
- Added scene node factories. This is an interface making it possible to dynamicly
- Added scene node factories. This is an interface making it possible to dynamically
create scene nodes. To be able to add custom scene nodes to Irrlicht and
to make it possible for the scene manager to save and load those external scene nodes, simply
implement this interface and register it in you scene manager via ISceneManager::
@ -3679,8 +3815,8 @@ Changes in version 0.14.0 (30 November 2005)
drivers: D3D8, D3D9 and OpenGL.
- Irrlicht now supports the recently released new microsoft compiler. Irrlicht versions compiled
with older verions of this compiler can now also be used with the new one, which wasn't possible
previously because of a name mangeling issue.
with older versions of this compiler can now also be used with the new one, which wasn't possible
previously because of a name mangling issue.
- All 2D drawing functions can now be used to draw into textures (render targets). This also
means for example that the whole GUI environment can be rendered into textures.
@ -3715,7 +3851,7 @@ Changes in version 0.14.0 (30 November 2005)
- The scene manager has a new method getSceneNodeFromName() which finds a scene node by its name.
- It is now also possible to attach scene nodes to joints/bones of sceletal animated .x files.
- It is now also possible to attach scene nodes to joints/bones of skeletal animated .x files.
(Using IAnimatedMesh->getXJointNode() ). This was previously only possible with milkshape models.
- Billboards now draw their bounding box when debugdata is set to visible for them.
@ -3743,7 +3879,7 @@ Changes in version 0.14.0 (30 November 2005)
- Fixed a heavy bug in Irrlicht.NET causing lots of memory leaks when drawing text.
- Fixed a bug in the attachement of scene nodes to animated X files.
- Fixed a bug in the attachment of scene nodes to animated X files.
- Fixed a bug in the .NET Vector3D addition operator.
@ -3755,7 +3891,7 @@ Changes in version 0.14.0 (30 November 2005)
SceneManager->getParameters()->setParameter(scene::DMF_FLIP_ALPHA_TEXTURES, true);
you can also set material transparent reference value by setting:
SceneManager->getParameters()->setParameter(scene::DMF_ALPHA_CHANNEL_REF, 0.01);
you can use every value beetween 0 and 1, but to respect DeleD rapresentation
you can use every value between 0 and 1, but to respect DeleD representation
0.01 is OK, just a note, if you set 0, it's just like you set 0.5, this means
that each pixel found corresponding to a position in alpha map that has a value<127
won't be drawn.
@ -3909,7 +4045,7 @@ Changes in version 0.12.0 (24 August 2005)
- Changed the names the driver return (now "OpenGL 1.5", "Direct3D 9.0" and "Direct3D 8.1")
- Added a new macro _IRR_DEBUG_BREAK_IF which is now used instead of the _asm int 3 break points in
- Added a new macro IRR_DEBUG_BREAK_IF which is now used instead of the _asm int 3 break points in
debug mode.
- Fixed a bug were the software renderer didn't clip 2d rectangles. This effect was visible for
@ -4121,7 +4257,7 @@ Changes in version 0.10.0 (26 May 2005)
- Fixed the wrongly drawn alpha channel material in OpenGL driver and a problem with the
VertexAlpha material in the same driver.
- Implemented multipass rendering in the OCTTree scene node now too. This means that octtrees can
- Implemented multipass rendering in the OCTTree scene node now too. This means that octrees can
now contain transparent materials as well.
- Improved string comparison speed, especially when comparing with pointer to char or w_char,
@ -4132,10 +4268,10 @@ Changes in version 0.10.0 (26 May 2005)
- Added string::trim() method.
- Addes string::erase() method.
- Added string::erase() method.
- Fixed a bug in array which caused data corruption if an element which already inside the
the array was pushed_back. Thanks to vox for reporting this and to provide a solutin
the array was pushed_back. Thanks to vox for reporting this and to provide a solution
- Added ISceneManager::addMesh() method.
@ -4149,7 +4285,7 @@ Changes in version 0.10.0 (26 May 2005)
- After lots releases ignoring the 'make the fps camera smoother request', it is now
finally integrated.
- Removed audiere dependency and the mp3 file, reeducing SDK download size.
- Removed audiere dependency and the mp3 file, reducing SDK download size.
- A bug was fixed causing the binding of the wrong fragment program sometimes in OpenGL.
@ -4157,7 +4293,7 @@ Changes in version 0.10.0 (26 May 2005)
fit the other name conventions, CD3D9Driver.h into CD3D9Driver.h for example.
- The IMaterialRenderer interface now has the new method getRenderCapability() which
returns if the material is able to be rendererd with all settings on current hardware.
returns if the material is able to be rendered with all settings on current hardware.
- Added IMeshManipulator::setVertexColors();
@ -4241,7 +4377,7 @@ Changes in version 0.9 (28 Mar 2005)
- To be able to replace built-in meshloaders with newer external versions without the
need of recompiling the engine, now mesh loaders which are added to the engine using
ISceneManager::addExternalMeshLoader() are prefered over built-in mesh loaders.
ISceneManager::addExternalMeshLoader() are preferred over built-in mesh loaders.
Thanks to for his suggestion of this.
- D3D8 and D3D9 support for dev-cpp has been improved. If you are using Dev-Cpp and
@ -4257,7 +4393,7 @@ Changes in version 0.9 (28 Mar 2005)
set a value 'CSM_TexturePath', 'LMTS_TexturePath' or 'MY3D_TexturePath' to let them know
the path of the textures.
- IAnimatedMeshSceneNode now has two new methods for being able to have more influcence
- IAnimatedMeshSceneNode now has two new methods for being able to have more influence
on the animation playback: It is now possible to set the playback mode to looped or
non looped with IAnimatedMeshSceneNode::setLoopMode() and it is possible to set
a callback interface which will be called when animation playback has finished
@ -4313,7 +4449,7 @@ Changes in version 0.9 (28 Mar 2005)
- Removed a memory leak when creating hlsl pixel shaders.
- I've made varoius updates to the documentation and moved to doxygen 1.4
- I've made various updates to the documentation and moved to doxygen 1.4
- Fixed a bug in the xml reader which caused it to crash when reading empty xml files.
@ -4430,7 +4566,7 @@ Changes in version 0.8 (19 Feb 2005)
This is useful for example after locking and modifying the texture.
- Gravity acceleration speed in CollisionResponseAnimator was changed thanks to a suggestion
by Morrog. The accelerationPerSecond value has been removed beacause of this, you
by Morrog. The accelerationPerSecond value has been removed because of this, you
can now control everything just with the gravity vector. Note that the gravity value
must now be a little bit smaller to achieve the same effect as before.
@ -4457,7 +4593,7 @@ Changes in version 0.8 (19 Feb 2005)
- A small bug in rect<T>::isValid() has been fixed, thanks to jox.
- Fixed a bug in D3D8, D3D9 and OpenGL, which caused Materials be set and unset with an unequal
amount when mixing 3d with 2d grafics or stencil buffer shadows.
amount when mixing 3d with 2d graphics or stencil buffer shadows.
- If you are recompiling the whole engine with Visual Studio 6 (which means
Irrlicht.dll, NOT the application which is using Irrlicht), DirectX9 support is disabled
@ -4698,7 +4834,7 @@ Changes in version 0.6: (09 Mar 2004)
- Fixed a bug which prevented the possibility to compile directx8 without
having installed directx9.
- Fixed a bug in 3d line dawing in D3D 8 and 9.
- Fixed a bug in 3d line drawing in D3D 8 and 9.
- All video drivers now print out the gfx adapter type, vendor and driver version
into the log strings.
@ -4778,7 +4914,7 @@ Changes in version 0.5: (17 Feb 2004)
- The GUI Environment now supports edit boxes. They should support unicode input
from every keyboard around the world, scrolling, copying and pasting (exchanging
data with the clipboard directly), maximum character amount, marking and all
shortcuts like ctrl+X, ctrl+V, ctrg+C, shift+Left, shift+Right, Home, End,
shortcuts like ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End,
and so on. Wow, I never programmed an edit box, its much more work than it
seems to be.
@ -4807,7 +4943,7 @@ Changes in version 0.5: (17 Feb 2004)
- It is now possible to draw 3d objects with fog. Simply switch on the fog flag
in the objects material. To change to way fog is drawn (per pixel/vertex, color,
linear/expontential) use IVideoDriver::setFog();
linear/exponential) use IVideoDriver::setFog();
- With IrrlichtDevice::getOSOperator() a pointer to an interface is returned, with
which it is possible to do some operation system specific operations. Currently
@ -4841,7 +4977,7 @@ Changes in version 0.5: (17 Feb 2004)
- IGUIEnvironment::getBuildInFont() was renamed to getBuiltInFont().
- IGUIElement::bringToFront() is able to brint a child to the front.
- IGUIElement::bringToFront() is able to bring a child to the front.
Windows for example are now using this new feature.
- Changed the texture mapping of the test scene node a little bit based on
@ -4898,7 +5034,7 @@ Changes in version 0.5: (17 Feb 2004)
-------------------------------------------------------------------------------------
Changes in version 0.4.2: (13 Dec 2003)
- The engine does no more use only 16 bit textures internaly. Now all
- The engine does no more use only 16 bit textures internally. Now all
other texture formats are supported too. This means higher precision
and better quality images. In this context, the ISurface interface has
been replaced by IImage, and the ISurfaceLoader by IImageLoader.
@ -5036,7 +5172,7 @@ Changes in version 0.4.1: (18 Sep 2003)
a setMD2Animation() with a character string as parameter instead of a constant.
- You do not need an event receiver anymore for sending user events to the active
camera, this is now done autmaticly. In addition, it is now possible to
camera, this is now done automatically. In addition, it is now possible to
set a new event receiver during runtime of the engine using IrrlichtDevice::
setEventReceiver().
@ -5071,7 +5207,7 @@ Changes in version 0.4.1: (18 Sep 2003)
which where created inside the .dll but are removed from outside.
- A bug was fixed causing the engine to crash when drawing debug data of
octtree scene nodes with geometry data with vertices with one texture
octree scene nodes with geometry data with vertices with one texture
coordiante.
- Multitexturing now works with linux, too. Thanx to Jon Pry again, for showing
@ -5083,7 +5219,7 @@ Changes in version 0.4.1: (18 Sep 2003)
- The "Climb-Walls" bug (reported first by Matthias Gall) is fixed. Gravity
acceleration is now quadratic instead of linear.
- A warning is now printed out, if more vertices are rendererd with one call
- A warning is now printed out, if more vertices are rendered with one call
than the hardware supports.
- Other, Minor New/Changed methods in public interfaces:
@ -5098,7 +5234,7 @@ Changes in version 0.4.1: (18 Sep 2003)
-------------------------------------------------------------------------------------
Changes in version 0.4: (04 Sep 2003)
- Collision detection and reponse based on ellipsoids in now implemented.
- Collision detection and response based on ellipsoids in now implemented.
There is a new method available in the ISceneCollisionMananger, which returns
a collision response point. In addition, a new SceneNodeAnimator is available,
which causes a scene node, to which it is attached to, not to move through
@ -5143,7 +5279,7 @@ Changes in version 0.4: (04 Sep 2003)
ISceneNode::setDebugDataVisible(true). Looks really interesting for
animated scene nodes like particle systems or animated meshes.
- There is now a IGUIInOutFader avaiable, which is able to fade in or
- There is now a IGUIInOutFader available, which is able to fade in or
out the whole screen or parts of it.
- The new IVideoModeList is a list with all available video modes. It can
@ -5188,7 +5324,7 @@ Changes in version 0.4: (04 Sep 2003)
- All features of the FileOpenDialog are now working.
- Debug informations are now printed out to the console window
- Debug information are now printed out to the console window
also on the win32 platform.
- FPSCamera now supports setTarget(). Its not precise but working.
@ -5270,11 +5406,11 @@ Changes in version 0.3: (18 Jul 2003)
somebody could tell me a fast way to blit a A1R5G5B5 surface to the screen
using X.
All examples do compile and run, but there are some things missing:
* It is not yet possible to make the mouse cursor invisibe.
* The timer seems not to return the currect time.
* It is not yet possible to make the mouse cursor invisible.
* The timer seems not to return the correct time.
* Multitexturing does not work correctly on all gfx adapters.
- Ms3D Animations: The engine is now able to play skeletal animations directy
- Ms3D Animations: The engine is now able to play skeletal animations directly
from Milkshape 3D (.ms3d) files. It is also possible to attach objects to
parts of the animated mesh. For example a weapon to the left hand of
the animated model.
@ -5339,7 +5475,7 @@ Changes in version 0.2.5: (22 Jun 2003)
picking, but more is coming soon.
- Automatic Culling based on Bounding Boxes is implemented now. It can be switched on
or off for every SceneNode seperately using ISceneNode::setAutomaticCulling().
or off for every SceneNode separately using ISceneNode::setAutomaticCulling().
It is on by default.
- It is now possible to remove loaded textures for freeing memory or reloading them.
@ -5397,7 +5533,7 @@ Changes in version 0.2: (19 May 2003)
- The default aspect ratio in all camera scene nodes was changed.
- Some changes and extenstions to the core::matrix4, SViewFrustum, plane3d and
- Some changes and extensions to the core::matrix4, SViewFrustum, plane3d and
aabbox were made. The plane3dex was removed, there is now only one plane implementation
available. Implemented some ideas and suggestions by Mark Jeacocke. Thanx a lot!
@ -5415,7 +5551,7 @@ Changes in version 0.2: (19 May 2003)
setRelativePosition() and the sceneNodeAnimators. In addition, it now supports
multiple FPS cameras.
- Mesh format loading extenstions are now possible. To extend the engine with a
- Mesh format loading extensions are now possible. To extend the engine with a
mesh format it currently does not support (e.g. .cob), just implement a
IMeshLoader interface and add it to the engine calling
ISceneManager::addExternalMeshLoader().
@ -5469,7 +5605,7 @@ Release notes of version 0.1: (14 Mar 2003)
- Software Device
Dynamic lighting, multitexturing, 3d clipping and bilinear filtering are
not implemented because the Software Device was intented to to only 2d
not implemented because the Software Device was intended to to only 2d
functions, the primitive 3d functions are only an addition. Until the
first non beta release (1.0) of the Engine, some more 3d functionality
will be added.

@ -1,12 +1,12 @@
Checklist for Irrlicht developers for doing releases.
Checklist for Irrlicht developers doing releases.
Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
- PRE-BUILD TESTS:
- - Run tests in the tests folder
- - Compile and run all examples for testing (preferably on all platforms,
compilers, settings ... until you are certain enough stuff works sufficiently).
Ask for help for platforms which you don't own.
- - Compile the tools on all platforms you have. Note that some tools are in the buildall-examples VS project files on Windows, but on Linux
command line you have to compile them individually.
- - Compile and run examples.
- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
but on Linux command line you have to compile them individually.
- VERSION UPDATES:
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
@ -15,13 +15,16 @@ command line you have to compile them individually.
- - Add new release information (date+version-number) in changes.txt
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
- DOCUMENTATION UPDATES:
- - run makedocumentation.sh in scripts\doc\irrlicht
- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
- BUILDING THE RELEASE
(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
- - run a clean build for buildAllExamples in the examples folder with the
target compiler for 32-bit and for release (preferably oldest supported VS
compiler, otherwise oldest you have still installed)
target compiler for 32-bit and for release (old VS compiler - so far VS2010)
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
- - run makedocumentation in scripts\doc\irrlicht
- - create a target directory, like irrlicht-1.8.1 for example
- - svn export to the target directory
- - copy the subfolders of doctemp into the doc folder of the target directory

@ -1,6 +1,6 @@
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@ -27,8 +27,6 @@
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@ -38,8 +36,8 @@
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@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

@ -1,394 +1,231 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
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<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<p>This Tutorial shows how to set up the IDE for using the
Irrlicht Engine and how to write a simple HelloWorld program
with it. The program will show how to use the basics of
the VideoDriver, the GUIEnvironment and the SceneManager.<br>
The result of this example will look like this:</p>
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
</p>
</div></td>
</tr>
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<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr> <a name="settingup"></a>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
IDE</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<p align="left">To use the engine, we will have to include
the header file &lt;irrlicht.h&gt;, which can be found
in the Irrlicht Engine SDK directory \include. To let
the compiler find this header file, the directory where
it is located should be specified somewhere. This is different
for every IDE and compiler. I will explain how to do this
in Microsoft Visual Studio C++ 6.0 and .NET:</p>
</div>
<ul>
<li>
<div align="left">If you use Version 6.0, select the Menu
Extras -&gt; Options. Select the directories tab, and
select the 'Include' Item in the combo box. Add the
\include directory of the Irrlicht Engine folder to
the list of directories. Now the compiler will find
the Irrlicht.h header file. We also need the location
of irrlicht.lib to be listed, so select the 'Libraries'
tab and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
&nbsp; <br>
</div>
</li>
<li>If your IDE is Visual Studio .NET, select Tools -&gt;
Options. Select the Projects entry and then select VC++
directories. Select 'show directories for include files'
in the combo box, and add the \include directory of the
Irrlicht Engine folder to the list of directories so the
compiler will find the Irrlicht.h header file. We also
need the irrlicht.lib to be found, so select 'show directories
for Library files' and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vcnetinclude.jpg" width="256" height="160">
<br>
</li>
</ul>
<p>&nbsp;</p>
</div></td>
</tr>
</table>
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
<div align="left">
<div align="left">
<div align="left">
<p>After we have set up the IDE, the compiler will know
where to find the Irrlicht Engine header files so
we can include it now into our code.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>
</tr>
</table>
<p>In the Irrlicht Engine, everything can be found in
the namespace 'irr'. So if you want to use a class
of the engine, you'll have to type an irr:: before
the name of the class. For example, to use the IrrlichtDevice,
write: irr::IrrlichtDevice. To avoid having to put
irr:: before of the name of every class, we tell the
compiler that we use that namespace.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace irr;</pre> </td>
</tr>
</table>
<p>There are 5 sub-namespaces in the Irrlicht Engine.
Take a look at them: you can read a detailed description
of them in the documentation by clicking on the top
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
List</a>'. To keep this example simple, we don't want
to have to specify the name spaces, Hence:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
</tr>
</table>
<p>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:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
</tr>
</table>
<p>Now the main method: to keep this example simple
we use int main(), which can be used on any platform.
However, on Windows platforms, we could also use the
WinMain method if we would want to get rid of the
console window which pops up when starting a program
with main().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{</pre> </td>
</tr>
</table>
<p>The most important function of the engine is the
'createDevice' function. The Irrlicht Device, which
is the root object for doing everything with the engine,
can be created with it. createDevice() has 7 parameters:</p>
</div>
<ul>
<li>
<div align="left"> deviceType: Type of the device. This can currently
be the Null device, the Software device, Direct3D8, Direct3D9,
or OpenGL. In this example we use EDT_SOFTWARE, but, to try
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9 or EDT_OPENGL. </div>
</li>
<li>
<div align="left">windowSize: Size of the window or
full screen mode to be created. In this example
we use 512x384.</div>
</li>
<li>
<div align="left">bits: Number of bits per pixel when
in full screen mode. This should be 16 or 32. This
parameter is ignored when running in windowed mode.</div>
</li>
<li>
<div align="left">fullscreen: Specifies if we want
the device to run in full screen mode or not.</div>
</li>
<li>stencilbuffer: Specifies if we want to use the stencil
buffer for drawing shadows.</li>
<li>vsync: Specifies if we want to have vsync enabled.
This is only useful in full screen mode.</li>
<li>
<div align="left">eventReceiver: An object to receive
events. We do not want to use this parameter here,
and set it to 0.</div>
</li>
</ul>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td>
</tr>
</table>
<p>Now we set the caption of the window to some nice text.
Note that there is a 'L' in front of the string: the
Irrlicht Engine uses wide character strings when displaying
text.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>
</tr>
</table>
<p>Now we store a pointer to the video driver, the SceneManager,
and the graphical user interface environment so that
we do not always have to write device-&gt;getVideoDriver(),
device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>
</tr>
</table>
<p> We add a hello world label to the window using the
GUI environment. The text is placed at the position
(10,10) as top left corner and (200,22) as lower right
corner.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>
</tr>
</table>
<p>To display something interesting, we load a Quake 2
model and display it. We only have to get the Mesh from
the Scene Manager with getMesh() and add a SceneNode
to display the mesh with addAnimatedMeshSceneNode().
Instead of loading a Quake2 file (.md2), it is also
possible to load a Maya object file (.obj), a complete
Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
By the way, that cool Quake 2 model called sydney.md2
was modelled by Brian Collins.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>
</tr>
</table>
<p>To make the mesh look a little bit nicer, we change
its material a little bit: we disable lighting because
we do not have a dynamic light in here and the mesh
would be totally black. Then we set the frame loop so
that the animation is looped between the frames 0 and
310. Then, at last, we apply a texture to the mesh.
Without it the mesh would be drawn using only a solid
color.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre>
</td>
</tr>
</table>
<p>To look at the mesh, we place a camera into 3d space
at the position (0, 10, -40). The camera looks from
there to (0,5,0).</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
</tr>
</table>
<p>Ok. Now that we have set up the scene, let's draw everything:
we run the device in a while() loop until the device
does not want to run any more. This would be when the
user closes the window or presses ALT+F4 in Windows.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>while(device-&gt;run())<br>{</pre> </td>
</tr>
</table>
<p> Everything must be drawn between a beginScene() and
an endScene() call. The beginScene clears the screen
with a color and also the depth buffer, if desired.
Then we let the Scene Manager and the GUI environment
draw their content. With the endScene() call, everything
is presented on the screen.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
smgr-&gt;drawAll();
guienv-&gt;drawAll();</pre>
<pre> driver-&gt;endScene();
}</pre> </td>
</tr>
</table>
<p>After we are finished, we have to delete the Irrlicht
Device created earlier with createDevice(). With the
Irrlicht Engine, you should delete all objects you created
with a method or function that starts with 'create'.
The object is deleted simply by calling -&gt;drop().
See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
for more information.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();<br> return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and run. </p>
<p>&nbsp;</p>
</div>
</div>
</div></td>
</tr>
</table>
<br>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
or Problems</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<div align="left">
<p><strong>Visual Studio</strong><br>
While trying to compile the tutorial, if you get the
error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
error C1083: Cannot open include file: 'irrlicht.h':
No such file or directory</font></td>
</tr>
</table>
<p>Solution: You may have set the include directory improperly
in the Visual Studio options. See <a href="#settingup">above</a>
for information on setting it. </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
: LNK6004: HelloWorld.exe not found or not built
by the last incremental link; performing full link<br>
LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
Error executing link.exe</font></td>
</tr>
</table>
<p> Solution: You may have set the library directory improperly.
See <a href="#settingup">above</a> for information on
setting it. <br>
<br>
</p>
<p><strong>Compiler independent problems<br>
</strong>If the tutorial compiles successfully but gives
the error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
application has failed to start because Irrlicht.dll
was not found. Re-installing the application may
fix this problem</font></td>
</tr>
</table>
<p>Solution: You may have forgotten to copy the Irrlicht.dll
file from Irrlicht\bin\VisualStudio to the directory
the tutorial's project file is in. </p>
If the tutorial compiles and runs successfully but produces
errors in the console like:<br>
<br>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
not load mesh, because file could not be opened.:
../media/sydney.md2</font></td>
</tr>
</table>
<p> Or:</p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
</b><em>Could not load texture: stones.jpg </em></font></td>
</tr>
</table>
<p>Solution: The file listed in the error message cannot
be found. Ensure that the directory specified in the
main.cpp exists and is where the file is located. <br>
</p>
</div>
</div>
</div></td>
</tr>
</table>
<p>&nbsp;</p>
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<div class="header">
<div class="headertitle">
<div class="title">Tutorial 1: HelloWorld </div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock"><div class="image">
<img src="../../media/example_screenshots/001shot.jpg" alt="001shot.jpg"/>
</div>
<p>This tutorial shows how to set up the IDE for using the Irrlicht Engine and how to write a simple HelloWorld program with it. The program will show how to use the basics of the VideoDriver, the GUIEnvironment, and the SceneManager. Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than Windows.</p>
<p>You have to include the header file &lt;irrlicht.h&gt; in order to use the engine. The header file can be found in the Irrlicht Engine SDK directory <code>include</code>. To let the compiler find this header file, the directory where it is located has to be added in your project as include path. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Visual Studio 2010:</p>
<ul>
<li>In Visual Studio 2010 select the Menu Project -&gt; Properties. Select the "C/C++" - "General" option, and select the "Additional Include Directories". Add the <code>include</code> directory of the Irrlicht engine folder to the list of directories. Now the compiler will find the irrlicht.h header file. We also need the irrlicht.lib to be found, so select "Linker" - "General" and add the <code>lib/Win64-visualStudio</code> or <code>lib/Win32-visualStudio</code> directory to "Additional Library Directories". Which of the 2 Irrlicht versions you chose depends on the target platform for your application (win32 or x64). In your project properties you can see what your active solution platform is, you can use the same one for Irrlicht.</li>
</ul>
<p>To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib. In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on Linux) to your Linker input files.</p>
<p>For VisualStudio we can be lazy and use the pragma comment lib. We also want to get rid of the console window, which pops up when starting a program with main() (instead of WinMain). This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#pragma comment(linker, &quot;/subsystem:windows /ENTRY:mainCRTStartup&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> That's it. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.</p>
<p>Lets start!</p>
<p>After we have set up the IDE, the compiler will know where to find the Irrlicht Engine header files so we can include it now in our code. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div></div><!-- fragment --><p> That header just adds the getExampleMediaPath tool-functions to help locating the media we need. More about that later below. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;exampleHelper.h&quot;</span></div></div><!-- fragment --><p> In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if you want to use a class of the engine, you have to write irr:: before the name of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. 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 irr:: anymore. Note that you never should do that in headers - otherwise you will pollute the namespace of every file including such a header. So in headers always write out the full names including all namespaces. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can read a detailed description of them in the documentation by clicking on the top menu item 'Namespace List' or by using this link: <a href="http://irrlicht.sourceforge.net/docu/namespaces.html">http://irrlicht.sourceforge.net/docu/namespaces.html</a> Like the irr namespace, we do not want these 5 sub namespaces now, to keep this example simple. Hence, we tell the compiler again that we do not want always to write their names. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the main method. We can now use main() on every platform. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> The most important function of the engine is the createDevice() function. The IrrlichtDevice is created by it, which is the root object for doing anything with the engine. createDevice() has the following parameters:</p>
<ul>
<li>driverType: Type of the video driver. This can currently be the Null-device, one of the two software renderers, D3D9, or OpenGL. In this example we use EDT_BURNINGSVIDEO, but to try out, you might want to change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL. Generally you will want to use OpenGL or Direct3D as they are using your graphic card for calculations instead of the CPU and are way faster (and usually better looking). We just use one of the software renderers here as it even works when your graphic card driver isn't set up for 3d support.</li>
<li>windowSize: Size of the Window or screen in FullScreenMode to be created. In this example we use 640x480.</li>
<li>bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode. More commonly you would chose 32 bit, again we're just playing it safe.</li>
<li>fullscreen: Specifies if we want the device to run in fullscreen mode or windowed.</li>
<li>stencilbuffer: Specifies if we want to use the stencil buffer (you need it for drawing shadows).</li>
<li>vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen mode.</li>
<li>eventReceiver: An object to receive events. We do not want to use this parameter here, and set it to 0.</li>
</ul>
<p>Always check the return value to cope with unsupported drivers, dimensions, etc. </p><div class="fragment"><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice( video::EDT_BURNINGSVIDEO, dimension2d&lt;u32&gt;(640, 480), 16,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, 0);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. </p><div class="fragment"><div class="line">device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Hello World! - Irrlicht Engine Demo&quot;</span>);</div></div><!-- fragment --><p> Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device-&gt;getVideoDriver(), device-&gt;getSceneManager(), or device-&gt;getGUIEnvironment(). </p><div class="fragment"><div class="line">IVideoDriver* driver = device-&gt;getVideoDriver();</div><div class="line">ISceneManager* smgr = device-&gt;getSceneManager();</div><div class="line">IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</div></div><!-- fragment --><p> We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. </p><div class="fragment"><div class="line">guienv-&gt;addStaticText(L<span class="stringliteral">&quot;Hello World! This is Irrlicht with the burnings software renderer!&quot;</span>,</div><div class="line"> rect&lt;s32&gt;(10,10,260,22), <span class="keyword">true</span>);</div></div><!-- fragment --><p> Get a media path dedicated for your platform. Finding media files for your applications can be tricky. First you have 2 options - working with relative paths or working with absolute paths.</p>
<p>On Windows a common solution is that your installer will write a key into the registry with the absolute path of wherever the user installed the media. And in your application you read out that key from the registry. On Linux a common solution is to use config file which is placed in some fixed location (for example in a . file/folder in the user home).</p>
<p>But you can also work with relative paths - which is what we do here. There is a slight complication with relative paths as they are relative to your current working directory. And that depends on the way your application is started and it might change inside your application. But mostly it will be set to your executable on start so you can ignore that problem while developing.</p>
<p>When inside VisualStudio the current working directory is set to your project files location unless you overwrite Project properties - Debugging</p><ul>
<li>Working Directory. In Irrlicht examples the media folder is on most platforms ../../media which works for the examples as it's relative to our project files as well as to the binary (.exe) files.</li>
</ul>
<p>Whatever you chose to find your base-folder for media - wrap it with some function and then you can improve the code to locate the media later on. </p><div class="fragment"><div class="line"><span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> To show something interesting, we load a Quake 2 model and display it. We get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). Check the return value of getMesh() to become aware of loading problems and other errors.</p>
<p>Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modeled by Brian Collins. </p><div class="fragment"><div class="line">IAnimatedMesh* mesh = smgr-&gt;getMesh(mediaPath + <span class="stringliteral">&quot;sydney.md2&quot;</span>);</div><div class="line"><span class="keywordflow">if</span> (!mesh)</div><div class="line">{</div><div class="line"> device-&gt;drop();</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line">}</div><div class="line">IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</div></div><!-- fragment --><p> To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. </p><div class="fragment"><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node-&gt;setMaterialFlag(EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"> node-&gt;setMD2Animation(scene::EMAT_STAND);</div><div class="line"> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(mediaPath + <span class="stringliteral">&quot;sydney.bmp&quot;</span>) );</div><div class="line">}</div></div><!-- fragment --><p> To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. </p><div class="fragment"><div class="line">smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</div></div><!-- fragment --><p> OK, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window on your OS). </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device-&gt;run())</div><div class="line">{</div></div><!-- fragment --><p> Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. </p><div class="fragment"><div class="line"> driver-&gt;beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));</div><div class="line"></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> guienv-&gt;drawAll();</div><div class="line"></div><div class="line"> driver-&gt;endScene();</div><div class="line">}</div></div><!-- fragment --><p> After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling -&gt;drop(). See the documentation at irr::IReferenceCounted::drop() for more information. </p><div class="fragment"><div class="line"> device-&gt;drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and run. </p>
</div></div><!-- contents -->
<!-- HTML footer for doxygen 1.8.13-->
<!-- start footer part -->
<p>&nbsp;</p>
</body>
</html>

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
@ -25,6 +25,7 @@ all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
#all_linux: LDFLAGS += `sdl-config --libs`
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe

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device->setWindowCaption(str.c_str());
lastFPS = fps;
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device->yield();
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else
device->yield();

File diff suppressed because one or more lines are too long

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File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
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@ -42,7 +42,7 @@ public:
/*
Always return false by default. If you return true you tell the engine
that you handled this event completely and the Irrlicht should not
process it any further. So for example if you return true for all
process it any further. So for example if you return true for all
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
to it's GUI system.
*/
@ -54,7 +54,7 @@ public:
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
@ -71,7 +71,7 @@ private:
The event receiver for keeping the pressed keys is ready, the actual responses
will be made inside the render loop, right before drawing the scene. So lets
create an irr::IrrlichtDevice and the scene node we want to move. We also
create some additional scene nodes to show different possibilities to move and
create some additional scene nodes to show different possibilities to move and
animate scene nodes.
*/
int main()
@ -82,7 +82,7 @@ int main()
return 1;
/*
Create the event receiver. Take care that the pointer to it has to
Create the event receiver. Take care that the pointer to it has to
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
reference counted.
*/
@ -139,7 +139,7 @@ int main()
}
/*
The last scene node we add is a b3d model of a walking ninja. Is shows the
The last scene node we add is a b3d model of a walking ninja. Is shows the
use of a 'fly straight' animator to move the node between two points.
*/
scene::IAnimatedMeshSceneNode* ninjaNode =
@ -196,12 +196,12 @@ int main()
core::position2d<s32>(10,20));
/*
Lets draw the scene and also write the current frames per second and the
Lets draw the scene and also write the current frames per second and the
name of the driver to the caption of the window.
*/
int lastFPS = -1;
// In order to do framerate independent movement, we have to know
// In order to do frame rate independent movement, we have to know
// how long it was since the last frame
u32 then = device->getTimer()->getTime();
@ -215,21 +215,24 @@ int main()
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
then = now;
/* Check if keys W, S, A or D are being held down, and move the
sphere node around respectively. */
core::vector3df nodePosition = sphereNode->getPosition();
if ( sphereNode )
{
/* Check if keys W, S, A or D are being held down, and move the
sphere node around respectively. */
core::vector3df nodePosition = sphereNode->getPosition();
if(receiver.IsKeyDown(irr::KEY_KEY_W))
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
if(receiver.IsKeyDown(irr::KEY_KEY_W))
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
if(receiver.IsKeyDown(irr::KEY_KEY_A))
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
if(receiver.IsKeyDown(irr::KEY_KEY_A))
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
sphereNode->setPosition(nodePosition);
sphereNode->setPosition(nodePosition);
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
@ -256,7 +259,7 @@ int main()
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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@ -27,8 +27,6 @@
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@ -38,8 +36,8 @@
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@ -61,8 +59,6 @@
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@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

File diff suppressed because one or more lines are too long

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@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

@ -52,8 +52,8 @@ int main()
return 1; // could not create selected driver.
/*
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
If you set this to false you will no longer get material names in the title bar.
*/
@ -96,7 +96,7 @@ int main()
/*
There is currently no way to split an octree by material.
So if we need material infos we have to create one octree per
So if we need material infos we have to create one octree per
meshbuffer and put them together in a MetaTriangleSelector.
*/
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
@ -117,7 +117,7 @@ int main()
}
else
{
// If you don't need material infos just create one octree for the
// If you don't need material infos just create one octree for the
// whole mesh.
selector = smgr->createOctreeTriangleSelector(
q3node->getMesh(), q3node, 128);
@ -152,13 +152,13 @@ int main()
the radius of an ellipsoid. Try it out and change the radius to smaller
values, the camera will be able to move closer to walls after this. The
next parameter is the direction and speed of gravity. We'll set it to
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
And that's it, collision detection works now.
*/
@ -200,19 +200,20 @@ int main()
selection is being performed. */
scene::IAnimatedMeshSceneNode* node = 0;
video::SMaterial material;
// Add an MD2 node, which uses vertex-based animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
if ( node )
{
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
video::SMaterial& material = node->getMaterial(0);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
}
// Now create a triangle selector for it. The selector will know that it
// is associated with an animated node, and will update itself as necessary.
@ -223,43 +224,49 @@ int main()
// And this B3D file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// This X files uses skeletal animation, but without skinning.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// And this mdl file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
if ( node )
{
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
material.setTexture(0, 0);
material.Lighting = false;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// Add a light, so that the unselected nodes aren't completely dark.
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
@ -271,7 +278,9 @@ int main()
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
// draw the selection triangle only as wireframe
material.Wireframe=true;
irr::video::SMaterial materialWireframe;
materialWireframe.Lighting = false;
materialWireframe.Wireframe=true;
while(device->run())
if (device->isWindowActive())
@ -320,7 +329,7 @@ int main()
// We need to reset the transform before doing our own rendering.
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->setMaterial(materialWireframe);
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
// We can check the flags for the scene node that was hit to see if it should be

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

@ -1,6 +1,6 @@
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LastUpgradeVersion = "1240"
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@ -27,8 +27,6 @@
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
@ -38,8 +36,8 @@
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</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
<Testables>
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</TestAction>
<LaunchAction
buildConfiguration = "Debug"
@ -61,8 +59,6 @@
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</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"

@ -0,0 +1,234 @@
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@ -7,7 +7,7 @@ surface scene node.
We start like in some tutorials before. Please note that this time, the
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
shadow cast from an animated character. If this example runs too slow,
set it to false. The Irrlicht Engine also checks if your hardware doesn't
set it to false. The Irrlicht Engine also checks if your hardware doesn't
support the stencil buffer, and then disables shadows by itself.
*/
@ -70,6 +70,11 @@ int main()
*/
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
if ( !mesh )
{
printf("Can't find model room.3ds in media path");
return 1;
}
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
@ -252,17 +257,22 @@ int main()
// add animated character
mesh = smgr->getMesh(mediaPath + "dwarf.x");
if (!mesh) // some Linux distributions might not have dwarf due to license
{
mesh = smgr->addArrowMesh("no_dwarf", video::SColor(0xFFFFFFFF), video::SColor(0xFFFFFFFF), 4, 8, 80.f, 50.f, 5.f, 15.f);
}
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
/*
/*
Shadows still have to be drawn even then the node causing them is not visible itself.
We have to disable culling if the node is animated or it's transformations change
as otherwise the shadow is not updated correctly.
If you have many objects and this becomes a speed problem you will have to figure
If you have many objects and this becomes a speed problem you will have to figure
out some manual culling (for exampling hiding all objects beyond a certain distance).
*/
anode->setAutomaticCulling(scene::EAC_OFF);
@ -271,7 +281,7 @@ int main()
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));
// make the model a bit bigger
// make the model a bit bigger
anode->setScale(core::vector3df(2,2,2));
// because of the scaling we have to normalize its normals for correct lighting
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
@ -291,6 +301,7 @@ int main()
// disable mouse cursor
device->getCursorControl()->setVisible(false);
switchToMayaCamera(device);
s32 lastFPS = -1;

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
@ -25,6 +25,7 @@ all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
#all_linux: LDFLAGS += `sdl-config --libs`
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe

@ -103,7 +103,7 @@
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@ -112,7 +112,7 @@
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developmentRegion = en;
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@ -175,7 +182,7 @@
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@ -183,19 +190,26 @@
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CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
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CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
ENABLE_STRICT_OBJC_MSGSEND = YES;
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@ -203,7 +217,7 @@
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MACOSX_DEPLOYMENT_TARGET = 10.7;
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name = Release;
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@ -211,6 +225,7 @@
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buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_ENABLE_OBJC_WEAK = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
@ -248,6 +263,7 @@
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = "$(SRCROOT)/../../lib/OSX";
MACOSX_DEPLOYMENT_TARGET = 10.7;
MTL_ENABLE_DEBUG_INFO = YES;
ONLY_ACTIVE_ARCH = YES;
PRODUCT_NAME = "$(TARGET_NAME)";
@ -259,6 +275,7 @@
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buildSettings = {
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CLANG_ENABLE_OBJC_WEAK = YES;
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CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
@ -291,6 +308,7 @@
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = "$(SRCROOT)/../../lib/OSX";
MACOSX_DEPLOYMENT_TARGET = 10.7;
MTL_ENABLE_DEBUG_INFO = NO;
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;

@ -1,6 +1,6 @@
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LastUpgradeVersion = "1240"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
@ -27,8 +27,6 @@
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
@ -38,8 +36,8 @@
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</BuildableReference>
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<Testables>
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<LaunchAction
buildConfiguration = "Debug"
@ -61,8 +59,6 @@
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</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
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<ProfileAction
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@ -0,0 +1,234 @@
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@ -255,7 +255,7 @@ void loadModel(const io::path& filename)
// that's not so simple. so we do it brute force
gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true);
if (menu)
for(int item = 1; item < 6; ++item)
for(int item = 1; item < 7; ++item)
menu->setItemChecked(item, false);
updateScaleInfo(Model);
}

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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@ -48,8 +48,68 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
ColorID(-1), TextureID(-1), FirstUpdate(true)
ColorID(-1), TextureID(-1), EmissiveID(-1)
{
for ( int i=0; i<4; ++i )
Emissive[i] = 0.f;
}
virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
{
if (UseHighLevelShaders)
{
// Get shader constants id.
// Constants are "uniforms" in other shading languages.
// And they are not constant at all but can be changed before every draw call
// (the naming probably comes from Direct3D where they are called constants)
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld");
PositionID = services->getVertexShaderConstantID("mLightPos");
ColorID = services->getVertexShaderConstantID("mLightColor");
EmissiveID = services->getPixelShaderConstantID("mEmissive");
// Textures ID are important only for OpenGL interface.
video::IVideoDriver* driver = services->getVideoDriver();
if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture");
}
// Set light color
// That could be set as well in OnSetConstants, but there's some cost to setting shader constants
// So when we have non-changing shader constants it's more performant to set them only once.
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
if (UseHighLevelShaders)
{
services->setVertexShaderConstant(ColorID, reinterpret_cast<f32*>(&col), 4);
// Note: Since Irrlicht 1.9 it's possible to call setVertexShaderConstant
// from anywhere. To do that save the services pointer here in OnCreate, it
// won't change as long as you use one IShaderConstantSetCallBack per shader
// material. But when calling it ouside of IShaderConstantSetCallBack functions
// you have to call services->startUseProgram()stopUseProgram() before/after doing so.
// At least for high-level shader constants, low level constants are not attached
// to programs, so for those it doesn't matter.
// Doing that sometimes makes sense for performance reasons, like for constants which
// do only change once per frame or even less.
}
else
services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);
}
// Called when any SMaterial value changes
virtual void OnSetMaterial(const irr::video::SMaterial& material)
{
// Remember material values to pass them on to shader in OnSetConstants
Emissive[0] = material.EmissiveColor.getRed() / 255.0f;
Emissive[1] = material.EmissiveColor.getGreen() / 255.0f;
Emissive[2] = material.EmissiveColor.getBlue() / 255.0f;
Emissive[3] = material.EmissiveColor.getAlpha() / 255.0f;
// Note: Until Irrlicht 1.8 it was possible to use gl_FrontMaterial in glsl
// This is no longer supported since Irrlicht 1.9
// Reason: Passing always every material value is slow, harder to port
// and generally getting deprecated in newer shader systems.
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
@ -57,24 +117,6 @@ public:
{
video::IVideoDriver* driver = services->getVideoDriver();
// get shader constants id.
if (UseHighLevelShaders && FirstUpdate)
{
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld");
PositionID = services->getVertexShaderConstantID("mLightPos");
ColorID = services->getVertexShaderConstantID("mLightColor");
// Textures ID are important only for OpenGL interface.
if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture");
FirstUpdate = false;
}
// set inverted world matrix
// if we are using highlevel shaders (the user can select this when
// starting the program), we must set the constants by name.
@ -109,16 +151,6 @@ public:
else
services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);
// set light color
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
if (UseHighLevelShaders)
services->setVertexShaderConstant(ColorID,
reinterpret_cast<f32*>(&col), 4);
else
services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);
// set transposed world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
@ -134,6 +166,12 @@ public:
}
else
services->setVertexShaderConstant(world.pointer(), 10, 4);
// Set material values
if (UseHighLevelShaders)
{
services->setPixelShaderConstant(EmissiveID, Emissive, 4);
}
}
private:
@ -144,7 +182,8 @@ private:
s32 ColorID;
s32 TextureID;
bool FirstUpdate;
s32 EmissiveID;
irr::f32 Emissive[4];
};
/*
@ -236,6 +275,12 @@ int main()
vsFileName = mediaPath + "opengl.vsh";
}
break;
case video::EDT_BURNINGSVIDEO:
UseHighLevelShaders = true;
psFileName = mediaPath + "opengl.frag";
vsFileName = mediaPath + "opengl.vert";
break;
default:
break;
}
@ -290,6 +335,11 @@ int main()
To demonstrate this, we create two materials with a different base
material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
The role of the base material is to set the alpha (transparency)
and blending settings as used in the base material. Avoid the
EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they
are internally shaders themselves and will only create conflicts with
your shaders.
*/
// create materials
@ -378,6 +428,7 @@ int main()
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialFlag(video::EMF_BLEND_OPERATION, true);
node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
node->getMaterial(0).EmissiveColor = irr::video::SColor(0,50,0,50);
smgr->addTextSceneNode(gui->getBuiltInFont(),
L"PS & VS & EMT_TRANSPARENT",

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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hasScannedForEncodings = 0;
knownRegions = (
English,
en,
Base,
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@ -154,28 +155,8 @@
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CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INFINITE_RECURSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
GCC_C_LANGUAGE_STANDARD = c11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
MACOSX_DEPLOYMENT_TARGET = 10.9;
MACOSX_DEPLOYMENT_TARGET = 10.7;
ONLY_ACTIVE_ARCH = YES;
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name = Debug;
@ -183,27 +164,7 @@
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isa = XCBuildConfiguration;
buildSettings = {
CLANG_CXX_LANGUAGE_STANDARD = "c++0x";
CLANG_CXX_LIBRARY = "libc++";
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INFINITE_RECURSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_C_LANGUAGE_STANDARD = c11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
MACOSX_DEPLOYMENT_TARGET = 10.9;
MACOSX_DEPLOYMENT_TARGET = 10.7;
};
name = Release;
};
@ -248,6 +209,7 @@
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = "$(SRCROOT)/../../lib/OSX";
MACOSX_DEPLOYMENT_TARGET = 10.11;
MTL_ENABLE_DEBUG_INFO = YES;
ONLY_ACTIVE_ARCH = YES;
PRODUCT_NAME = "$(TARGET_NAME)";
@ -291,6 +253,7 @@
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = "$(SRCROOT)/../../lib/OSX";
MACOSX_DEPLOYMENT_TARGET = 10.11;
MTL_ENABLE_DEBUG_INFO = NO;
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;

@ -1,6 +1,6 @@
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<Scheme
LastUpgradeVersion = "0830"
LastUpgradeVersion = "1240"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
@ -27,8 +27,6 @@
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
@ -38,8 +36,8 @@
ReferencedContainer = "container:PerPixelLighting.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
<Testables>
</Testables>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
@ -61,8 +59,6 @@
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</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"

@ -0,0 +1,234 @@
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<ProjectConfiguration Include="Release|x64">
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<ProjectName>11.PerPixelLighting</ProjectName>
<ProjectGuid>{C4B42409-542D-4EFC-9E6B-44713FD47A33}</ProjectGuid>
<RootNamespace>PerPixelLighting</RootNamespace>
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@ -212,6 +212,8 @@ int main()
// disable mouse cursor
device->getCursorControl()->setVisible(false);
switchToMayaCamera(device);
/*
Because we want the whole scene to look a little bit scarier, we add
some fog to it. This is done by a call to IVideoDriver::setFog(). There

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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CXXFLAGS += -g -Wall
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File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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@ -1,19 +1,15 @@
/** Example 014 Win32 Window
This example only runs under MS Windows and demonstrates that Irrlicht can
This example runs only under MS Windows and demonstrates how Irrlicht can
render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
too.
too.*/
In the beginning, we create a windows window using the windows API. I'm not
going to explain this code, because it is windows specific. See the MSDN or a
windows book for details.
*/
#include <irrlicht.h>
#ifndef _IRR_WINDOWS_
#error Windows only example
#else
#include <windows.h> // this example only runs with windows
#include <windows.h> // this example only runs with Windows
#include <iostream>
#include "driverChoice.h"
#include "exampleHelper.h"
@ -24,9 +20,11 @@ using namespace irr;
#pragma comment(lib, "irrlicht.lib")
#endif
HWND hOKButton;
HWND hWnd;
HWND hOKButton = 0;
/*
Windows message handler
*/
static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
@ -54,13 +52,11 @@ static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
return DefWindowProc(hWnd, message, wParam, lParam);
}
/*
Now ask for the driver and create the Windows specific window.
*/
int main()
{
// ask user for driver
/*
Ask user for driver
*/
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
@ -76,9 +72,13 @@ int main()
if (key != 'a' && key != 'b' && key != 'c')
return 1;
HINSTANCE hInstance = 0;
// create dialog
/*
Create the Windows specific window using the Windows API.
Not further explained here, please see the MSDN or a Windows book
for details about doing that.
*/
HINSTANCE hInstance = 0;
const fschar_t* Win32ClassName = __TEXT("CIrrlichtWindowsTestDialog");
WNDCLASSEX wcex;
@ -103,7 +103,7 @@ int main()
int windowWidth = 440;
int windowHeight = 380;
hWnd = CreateWindow( Win32ClassName, __TEXT("Irrlicht Win32 window example"),
HWND hWnd = CreateWindow( Win32ClassName, __TEXT("Irrlicht Win32 window example"),
style, 100, 100, windowWidth, windowHeight,
NULL, NULL, hInstance, NULL);
@ -112,45 +112,54 @@ int main()
windowWidth = clientRect.right;
windowHeight = clientRect.bottom;
// create ok button
// Create OK button
hOKButton = CreateWindow(__TEXT("BUTTON"), __TEXT("OK - Close"), WS_CHILD | WS_VISIBLE | BS_TEXT,
windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
// create some text
// Create some text
CreateWindow(__TEXT("STATIC"), __TEXT("This is Irrlicht running inside a standard Win32 window.\n")\
__TEXT("Also mixing with MFC and .NET Windows.Forms is possible."),
WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
// create window to put irrlicht in
// Create a window to put Irrlicht in
HWND hIrrlichtWindow = CreateWindow(__TEXT("BUTTON"), __TEXT(""),
WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
/*
So now that we have some window, we can create an Irrlicht device
inside of it. We use Irrlicht createEx() function for this. We only
need the handle (HWND) to that window, set it as windowsID parameter
and start up the engine as usual. That's it.
So now that we have some Windows window, we can use it with Irrlicht.
There's several options.
*/
// create irrlicht device in the button window
irr::SIrrlichtCreationParameters param;
param.DriverType = driverType;
/* First option: We create an Irrlicht device inside of the Windows window.
We use Irrlicht createEx() function for this. We do need the
handle (HWND) for that window, set it as windowsID parameter
and start up the engine as usual. That's it.
*/
if (key=='a')
param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow);
irr::IrrlichtDevice* device = irr::createDeviceEx(param);
// setup a simple 3d scene
irr::scene::ISceneManager* smgr = device->getSceneManager();
video::IVideoDriver* driver = device->getVideoDriver();
if (driverType==video::EDT_OPENGL)
/*
Second option: We create a typical Irrlicht device, but render to the Window window.
For rendering into another Window than the one used for creating the Irrlicht device
we have to pass some changed SExposedVideoData to beginScene which contains the
HWND of the Windows window.
*/
video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
/*
OpenGL needs a bit more setup.
Also not yet working as well (haven't figured out yet how to render into the Irrlicht window as well)
*/
if (key == 'b' && driverType==video::EDT_OPENGL)
{
HDC HDc=GetDC(hIrrlichtWindow);
PIXELFORMATDESCRIPTOR pfd={0};
@ -165,6 +174,10 @@ int main()
videodata.OpenGLWin32.HRc=wglCreateContext(HDc);
wglShareLists((HGLRC)driver->getExposedVideoData().OpenGLWin32.HRc, (HGLRC)videodata.OpenGLWin32.HRc);
}
/*
Setup a simple 3d scene
*/
scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
cam->setTarget(core::vector3df(0,0,0));
@ -191,32 +204,36 @@ int main()
driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
// This shows that we can render to multiple windows within one application
// TODO: Currently not working with OpenGL
device->getGUIEnvironment()->addStaticText(core::stringw("Second screen render").c_str(),core::recti(0,0,200,200));
// show and execute dialog
// show and execute the Windows dialog
ShowWindow(hWnd , SW_SHOW);
UpdateWindow(hWnd);
// do message queue
#if 1 // Irrlicht does the message handling with device->run()
/*
Now the only thing missing is the drawing loop using
IrrlichtDevice::run(). We do this as usual. But instead of this, there
is another possibility: You can also simply use your own message loop
is another possibility: You can also use your own message loop
using GetMessage, DispatchMessage and whatever. Calling
Device->run() will cause Irrlicht to dispatch messages internally too.
You need not call Device->run() if you want to do your own message
device->run() will cause Irrlicht to dispatch messages internally too.
You need not call device->run() if you want to do your own message
dispatching loop, but Irrlicht will not be able to fetch user input
then and you have to do it on your own using the window messages,
DirectInput, or whatever.
*/
while (device->run())
{
// draw 3d scene
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0), 1.f, 0, videodata);
smgr->drawAll();
driver->endScene();
// draw gui into second window
if (key=='b')
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
@ -225,12 +242,13 @@ int main()
}
}
#else // Windows API does the message handling
/*
The alternative, own message dispatching loop without Device->run()
would look like this:
*/
/*MSG msg;
MSG msg;
while (true)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
@ -245,11 +263,20 @@ int main()
// advance virtual time
device->getTimer()->tick();
// draw engine picture
driver->beginScene(true, true, 0, (key=='c')?hIrrlichtWindow:0);
// draw 3d scene
driver->beginScene(true, true, 0, videodata);
smgr->drawAll();
driver->endScene();
}*/
// draw gui into second window
if (key=='b')
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
device->getGUIEnvironment()->drawAll();
driver->endScene();
}
}
#endif
device->closeDevice();
device->drop();
@ -259,5 +286,5 @@ int main()
#endif // if windows
/*
That's it, Irrlicht now runs in your own windows window.
That's it, Irrlicht now uses a Windows window.
**/

File diff suppressed because one or more lines are too long

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File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
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@ -41,7 +41,7 @@ using namespace irr;
using namespace scene;
/*
Again, to be able to use the Irrlicht.DLL file, we need to link with the
Again, to be able to use the Irrlicht.dll on Windows, we 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:
*/
@ -66,25 +66,25 @@ public:
bool OnEvent(const SEvent& event)
{
// check if user presses the key F9
if ((event.EventType == EET_KEY_INPUT_EVENT) &&
event.KeyInput.PressedDown)
{
// check if user presses the key F9 for making a screenshot
if (event.KeyInput.Key == KEY_F9)
{
video::IImage* image = Device->getVideoDriver()->createScreenShot();
if (image)
{
c8 buf[256];
snprintf_irr(buf, 256, "%s_shot%04d.jpg",
snprintf_irr(buf, 256, "%s_shot%04u.jpg",
FilenameTemplate.c_str(),
++Number);
Device->getVideoDriver()->writeImageToFile(image, buf, 85 );
image->drop();
}
}
else
if (event.KeyInput.Key == KEY_F8)
// Check for F8 - enabling/disabling display of bounding box for the map
else if (event.KeyInput.Key == KEY_F8)
{
if (Node->isDebugDataVisible())
Node->setDebugDataVisible(scene::EDS_OFF);
@ -112,7 +112,7 @@ int IRRCALLCONV main(int argc, char* argv[])
/*
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
which hardware accelerated driver to use. The Software device might be
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
this decision possible too.
*/
@ -130,6 +130,7 @@ int IRRCALLCONV main(int argc, char* argv[])
if (device == 0)
return 1; // could not create selected driver.
// We allow passing a map name as command line parameter
const char* mapname=0;
if (argc>2)
mapname = argv[2];
@ -170,7 +171,7 @@ int IRRCALLCONV main(int argc, char* argv[])
/*
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,
to an 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,
so we get the "first frame" of the "animation", which is our quake level
@ -203,9 +204,9 @@ int IRRCALLCONV main(int argc, char* argv[])
device->setEventReceiver(&screenshotFactory);
/*
now construct SceneNodes for each Shader
The Objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
and the Shader ID is stored in the MaterialParameters
now construct SceneNodes for each shader
The objects are stored in the quake mesh scene::E_Q3_MESH_ITEMS
and the shader ID is stored in the MaterialParameters
mostly dark looking skulls and moving lava.. or green flashing tubes?
*/
if ( mesh )
@ -253,9 +254,9 @@ int IRRCALLCONV main(int argc, char* argv[])
}
/*
Now we only need a Camera to look at the Quake 3 map. And we want to
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
available in the Irrlicht engine. For example the Maya camera which can
be controlled comparable to the camera in Maya: Rotate with left mouse
button pressed, Zoom with both buttons pressed, translate with right
mouse button pressed. This could be created with
@ -266,8 +267,8 @@ int IRRCALLCONV main(int argc, char* argv[])
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
/*
so we need a good starting Position in the level.
we can ask the Quake3 Loader for all entities with class_name
so we need a good starting position in the level.
we can ask the Quake3 loader for all entities with class_name
"info_player_deathmatch"
we choose a random launch
*/
@ -356,6 +357,8 @@ int IRRCALLCONV main(int argc, char* argv[])
gui->drawAll();
driver->endScene();
// Display some info
// Setting window caption can be rather slow, so usually shouldn't be done each frame.
int fps = driver->getFPS();
if (1 || lastFPS != fps)
{
@ -376,7 +379,7 @@ int IRRCALLCONV main(int argc, char* argv[])
str += "/";
str += attr->getAttributeAsInt("drawn_transparent_effect");
#endif
device->setWindowCaption(str.c_str());
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}

File diff suppressed because one or more lines are too long

@ -5,7 +5,7 @@ Target = 17.HelloWorld_Mobile
Sources = main.cpp
# general compiler settings
CPPFLAGS = -I../../include -I/usr/X11R6/include
CPPFLAGS = -I../../include
CXXFLAGS = -O3 -ffast-math
#CXXFLAGS = -g -Wall

@ -1,8 +1,9 @@
/** Deprecated. This was Example 017 Helloworld mobile for WinCE 6.
But WinCE6 support has been removed for Irrlicht 1.9.
/** Example 017 Helloworld mobile for WinCE 6. DEPRECATED
This was Example 017 Helloworld mobile for WinCE 6.
But WinCE6 support has been removed for Irrlicht 1.9.
If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.
Sources still kept for now as it compiles on other platform too. And we might use this example again
Sources still kept for now as it compiles on other platform too. And we might use this example again
once we support Windows RT.
*/
@ -101,7 +102,7 @@ public:
virtual SMaterial& getMaterial(u32 i)
{
return Material;
}
}
};
/*!
@ -186,7 +187,7 @@ int example_customscenenode()
// create engine and camera
EventReceiver_basic receiver(device);
device->setEventReceiver(&receiver);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
@ -194,10 +195,10 @@ int example_customscenenode()
smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
CSampleSceneNode *myNode =
CSampleSceneNode *myNode =
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
ISceneNodeAnimator* anim =
ISceneNodeAnimator* anim =
smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
if(anim)
@ -293,7 +294,7 @@ int example_terrain()
IrrlichtDevice *device = startup();
if (device == 0)
return 1; // could not create selected driver.
/*
First, we add standard stuff to the scene: A nice irrlicht engine
logo, a small help text, a user controlled camera, and we disable
@ -363,7 +364,7 @@ int example_terrain()
driver->getTexture("../../media/terrain-texture.jpg"));
terrain->setMaterialTexture(1,
driver->getTexture("../../media/detailmap3.jpg"));
terrain->setMaterialType(video::EMT_DETAIL_MAP);
terrain->scaleTexture(1.0f, 20.0f);
@ -378,7 +379,7 @@ int example_terrain()
through the terrain.
*/
// create triangle selector for the terrain
// create triangle selector for the terrain
scene::ITriangleSelector* selector
= smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);

File diff suppressed because one or more lines are too long

@ -12,7 +12,7 @@ IrrlichtHome := ../..
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
CPPFLAGS += -I$(IrrlichtHome)/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else

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