<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
<p>This tutorial shows how to render to a texture using Irrlicht. Render to texture is a feature with which it is possible to create nice special effects. In addition, this tutorial shows how to enable specular highlights.</p>
<p>In the beginning, everything as usual. Include the needed headers, ask the user for the rendering driver, create the Irrlicht Device: </p><divclass="fragment"><divclass="line"><spanclass="preprocessor">#include <irrlicht.h></span></div><divclass="line"><spanclass="preprocessor">#include "driverChoice.h"</span></div><divclass="line"></div><divclass="line"><spanclass="keyword">using namespace </span>irr;</div><divclass="line"></div><divclass="line"><spanclass="preprocessor">#ifdef _MSC_VER</span></div><divclass="line"><spanclass="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><divclass="line"><spanclass="preprocessor">#endif</span></div><divclass="line"></div><divclass="line"><spanclass="keywordtype">int</span> main()</div><divclass="line">{</div><divclass="line"><spanclass="comment">// ask user for driver</span></div><divclass="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><divclass="line"><spanclass="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><divclass="line"><spanclass="keywordflow">return</span> 1;</div><divclass="line"></div><divclass="line"><spanclass="comment">// create device and exit if creation failed</span></div><divclass="line"></div><divclass="line"> IrrlichtDevice *device =</div><divclass="line"> createDevice(driverType, core::dimension2d<u32>(640, 480),</div><divclass="line"> 16, <spanclass="keyword">false</span>, <spanclass="keyword">false</span>);</div><divclass="line"></div><divclass="line"><spanclass="keywordflow">if</span> (device == 0)</div><divclass="line"><spanclass="keywordflow">return</span> 1; <spanclass="comment">// could not create selected driver.</span></div><divclass="line"></div><divclass="line"> video::IVideoDriver* driver = device->getVideoDriver();</div><divclass="line"> scene::ISceneManager* smgr = device->getSceneManager();</div><divclass="line"> gui::IGUIEnvironment* env = device->getGUIEnvironment();</div></div><!-- fragment --><p> Now, we load an animated mesh to be displayed. As in most examples, we'll take the fairy md2 model. The difference here: We set the shininess of the model to a value other than 0 which is the default value. This enables specular highlights on the model if dynamic lighting is on. The value influences the size of the highlights. </p><divclass="fragment"><divclass="line"><spanclass="comment">// load and display animated fairy mesh</span></div><divclass="line"></div><divclass="line">scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(</div><divclass="line"> smgr->getMesh(<spanclass="stringliteral">"../../media/faerie.md2"</span>));</div><divclass="line"></div><divclass="line"><spanclass="keywordflow">if</span> (fairy)</div><divclass="line">{</div><divclass="line"> fairy->setMaterialTexture(0,</div><divclass="line"> driver->getTexture(<spanclass="stringliteral">"../../media/faerie2.bmp"</span>)); <spanclass="comment">// set diffuse texture</span></div><divclass="line"> fairy->setMaterialFlag(video::EMF_LIGHTING, <spanclass="keyword">true</span>); <spanclass="comment">// enable dynamic lighting</span></div><divclass="line"> fairy->getMaterial(0).Shininess = 20.0f; <spanclass="comment">// set size of specular highlights</span></div><divclass="line"> fairy->setPosition(core::vector3df(-10,0,-100));</div><divclass="line"> fairy->setMD2Animation ( scene::EMAT_STAND );</div><divclass="line">}</div></div><!-- fragment --><p> To make specular highlights appear on the model, we need a dynamic light in the scene. We add one directly in vicinity of the model. In addition, to make the model not that dark, we set the ambient light to gray. </p><divclass="fragment"><divclass="line"><spanclass="comment">// add white light</span></div><divclass="line">smgr->addLightSceneNode(0, core::vector3df(-15,5,-105),</div><divclass="line"> video::SColorf(1.0f, 1