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
130 lines
4.6 KiB
HTML
130 lines
4.6 KiB
HTML
<html>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
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<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
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<b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2"> <div align="left">
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<p>Since version 1.1, Irrlicht is able to save and load the full scene
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graph into an .irr file, an xml based format. There is also an editor
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available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>,
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which can also be used as world and particle editor. This tutorial shows
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how to use .irr files.</p>
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<p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><br>
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</p>
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</div></td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
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<font color="#FFFFFF"><b>Lets start!</b></font></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<p>Lets start: Create an Irrlicht device and setup the window.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>#include <irrlicht.h>
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#include <iostream>
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using namespace irr;
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#pragma comment(lib, "Irrlicht.lib")
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType;
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printf("Please select the driver you want for this example:\n"\
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" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
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" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
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" (f) NullDevice\n (otherKey) exit\n\n");
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char i;
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std::cin >> i;
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switch(i)
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{
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case 'a': driverType = video::EDT_DIRECT3D9;break;
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case 'b': driverType = video::EDT_DIRECT3D8;break;
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case 'c': driverType = video::EDT_OPENGL; break;
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case 'd': driverType = video::EDT_SOFTWARE; break;
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case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
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case 'f': driverType = video::EDT_NULL; break;
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default: return 1;
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}
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// create device and exit if creation failed
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IrrlichtDevice* device =
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createDevice(driverType, core::dimension2d<s32>(640, 480));
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if (device == 0)
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return 1; // could not create selected driver.
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device->setWindowCaption(L"Load .irr file example");
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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</pre></td>
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</tr>
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</table>
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<p>Now load our .irr file. .irr files can store the whole scene graph
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including animators, materials and particle systems. And there is also
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the possibility to store arbitrary user data for every scene node in
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that file. To keep this example simple, we are simply loading the scene
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here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene
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for more information. So to load and display a complicated huge scene,
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we only need a single call to loadScene().</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td><pre>// load the scene<br>smgr->loadScene("../../media/example.irr"); </pre></td>
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</tr>
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</table>
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<p>That was it already. Now add a camera and draw the scene.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> // add a user controlled camera
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smgr->addCameraSceneNodeFPS();
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// and draw everything.
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(true, true, video::SColor(0,200,200,200));
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smgr->drawAll();
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driver->endScene();
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}
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device->drop();
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return 0;
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}
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</pre> </td>
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</tr>
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</table>
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</div>
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<p> </p>
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</td>
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</tr>
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</table>
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<p> </p>
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<p> </p>
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</body>
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</html>
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