irrlicht/examples/02.Quake3Map/tutorial.html

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<div class="title">Tutorial 2: Quake3Map </div> </div>
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<p>This Tutorial shows how to load a Quake 3 map into the engine, create a SceneNode for optimizing the speed of rendering, and how to create a user controlled camera.</p>
<p>Please note that you should know the basics of the engine before starting this tutorial. Just take a short look at the first tutorial, if you haven't done this yet: <a href="http://irrlicht.sourceforge.net/tut001.html">http://irrlicht.sourceforge.net/tut001.html</a></p>
<p>Lets start like the HelloWorld example: We include the irrlicht header files and an additional file to be able to ask the user for a driver type using the console. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &lt;iostream&gt;</span></div></div><!-- fragment --><p> As already written in the HelloWorld example, in the Irrlicht Engine everything can be found in the namespace 'irr'. 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 that 'irr::'. There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld example, we do not call 'using namespace' for these 5 other namespaces, because in this way you will see what can be found in which namespace. But if you like, you can also include the namespaces like in the previous example. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> Again, 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 lib: </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">#endif</span></div></div><!-- fragment --><p> Ok, lets start. Again, we use the main() method as start, not the WinMain(). </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). The difference now is that we ask the user to select which video 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. Instead of copying this whole code into your app, you can simply include driverChoice.h from Irrlicht's include directory. The function driverChoiceConsole does exactly the same. </p><div class="fragment"><div class="line"><span class="comment">// ask user for driver</span></div><div class="line"></div><div class="line">video::E_DRIVER_TYPE driverType;</div><div class="line"></div><div class="line">printf(<span class="stringliteral">&quot;Please select the driver you want for this example:\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (d) Burning&#39;s Software Renderer\n (e) Software Renderer\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (f) NullDevice\n (otherKey) exit\n\n&quot;</span>);</div><div class="line"></div><div class="line"><span class="keywordtype">char</span> i;</div><div class="line">std::cin &gt;&gt; i;</div><div class="line"></div><div class="line"><span class="keywordflow">switch</span>(i)</div><div class="line">{</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;a&#39;</span>: driverType = video::EDT_OPENGL; <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;b&#39;</span>: driverType = video::EDT_DIRECT3D9;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;c&#39;</span>: driverType = video::EDT_DIRECT3D8;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;d&#39;</span>: driverType = video::EDT_BURNINGSVIDEO;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">
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