forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
63 lines
1.5 KiB
C++
63 lines
1.5 KiB
C++
#include <irrlicht.h>
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#include "exampleHelper.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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// It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function.
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void irrlicht_main()
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{
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IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d<u32>(0, 0), 16, false, false, false, 0);
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if (!device)
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return;
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device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true);
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const io::path mediaPath = getExampleMediaPath();
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IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
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if (!mesh)
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{
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device->drop();
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return;
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}
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IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
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if (node)
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{
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node->setMaterialFlag(EMF_LIGHTING, false);
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node->setMD2Animation(scene::EMAT_STAND);
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node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
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}
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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while (device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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device->drop();
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}
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