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Cleanup code & documentation of Example 14 a bit.
Note: Turns out we never got rendering into 2 OpenGL Windows same time working. Not going to look into this for now as it's not a new bug (never seems to have worked). If anyone has more information (like maybe it's not possible?) be nice and tell us in the forum. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6302 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,19 +1,15 @@
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/** Example 014 Win32 Window
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This example only runs under MS Windows and demonstrates that Irrlicht can
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This example runs only under MS Windows and demonstrates how Irrlicht can
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render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
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too.
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too.*/
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In the beginning, we create a windows window using the windows API. I'm not
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going to explain this code, because it is windows specific. See the MSDN or a
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windows book for details.
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*/
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#include <irrlicht.h>
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#ifndef _IRR_WINDOWS_
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#error Windows only example
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#else
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#include <windows.h> // this example only runs with windows
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#include <windows.h> // this example only runs with Windows
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#include <iostream>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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@ -24,8 +20,11 @@ using namespace irr;
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#pragma comment(lib, "irrlicht.lib")
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#endif
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HWND hOKButton;
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HWND hOKButton = 0;
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/*
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Windows message handler
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*/
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static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam)
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{
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@ -53,13 +52,11 @@ static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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/*
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Now ask for the driver and create the Windows specific window.
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*/
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int main()
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{
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// ask user for driver
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/*
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Ask user for driver
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*/
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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@ -75,9 +72,13 @@ int main()
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if (key != 'a' && key != 'b' && key != 'c')
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return 1;
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HINSTANCE hInstance = 0;
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// create dialog
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/*
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Create the Windows specific window using the Windows API.
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Not further explained here, please see the MSDN or a Windows book
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for details about doing that.
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*/
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HINSTANCE hInstance = 0;
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const fschar_t* Win32ClassName = __TEXT("CIrrlichtWindowsTestDialog");
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WNDCLASSEX wcex;
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@ -111,45 +112,54 @@ int main()
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windowWidth = clientRect.right;
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windowHeight = clientRect.bottom;
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// create ok button
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// Create OK button
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hOKButton = CreateWindow(__TEXT("BUTTON"), __TEXT("OK - Close"), WS_CHILD | WS_VISIBLE | BS_TEXT,
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windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
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// create some text
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// Create some text
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CreateWindow(__TEXT("STATIC"), __TEXT("This is Irrlicht running inside a standard Win32 window.\n")\
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__TEXT("Also mixing with MFC and .NET Windows.Forms is possible."),
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WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
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// create window to put irrlicht in
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// Create a window to put Irrlicht in
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HWND hIrrlichtWindow = CreateWindow(__TEXT("BUTTON"), __TEXT(""),
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WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
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50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
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video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
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/*
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So now that we have some window, we can create an Irrlicht device
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inside of it. We use Irrlicht createEx() function for this. We only
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need the handle (HWND) to that window, set it as windowsID parameter
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and start up the engine as usual. That's it.
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So now that we have some Windows window, we can use it with Irrlicht.
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There's several options.
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*/
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// create irrlicht device in the button window
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irr::SIrrlichtCreationParameters param;
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param.DriverType = driverType;
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/* First option: We create an Irrlicht device inside of the Windows window.
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We use Irrlicht createEx() function for this. We do need the
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handle (HWND) for that window, set it as windowsID parameter
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and start up the engine as usual. That's it.
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*/
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if (key=='a')
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param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow);
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irr::IrrlichtDevice* device = irr::createDeviceEx(param);
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// setup a simple 3d scene
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irr::scene::ISceneManager* smgr = device->getSceneManager();
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video::IVideoDriver* driver = device->getVideoDriver();
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if (driverType==video::EDT_OPENGL)
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/*
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Second option: We create a typical Irrlicht device, but render to the Window window.
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For rendering into another Window than the one used for creating the Irrlicht device
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we have to pass some changed SExposedVideoData to beginScene which contains the
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HWND of the Windows window.
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*/
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video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
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/*
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OpenGL needs a bit more setup.
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Also not yet working as well (haven't figured out yet how to render into the Irrlicht window as well)
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*/
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if (key == 'b' && driverType==video::EDT_OPENGL)
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{
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HDC HDc=GetDC(hIrrlichtWindow);
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PIXELFORMATDESCRIPTOR pfd={0};
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@ -164,6 +174,10 @@ int main()
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videodata.OpenGLWin32.HRc=wglCreateContext(HDc);
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wglShareLists((HGLRC)driver->getExposedVideoData().OpenGLWin32.HRc, (HGLRC)videodata.OpenGLWin32.HRc);
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}
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/*
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Setup a simple 3d scene
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*/
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scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
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cam->setTarget(core::vector3df(0,0,0));
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@ -190,32 +204,36 @@ int main()
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driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
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// This shows that we can render to multiple windows within one application
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// TODO: Currently not working with OpenGL
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device->getGUIEnvironment()->addStaticText(core::stringw("Second screen render").c_str(),core::recti(0,0,200,200));
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// show and execute dialog
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// show and execute the Windows dialog
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ShowWindow(hWnd , SW_SHOW);
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UpdateWindow(hWnd);
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// do message queue
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#if 1 // Irrlicht does the message handling with device->run()
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/*
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Now the only thing missing is the drawing loop using
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IrrlichtDevice::run(). We do this as usual. But instead of this, there
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is another possibility: You can also simply use your own message loop
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is another possibility: You can also use your own message loop
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using GetMessage, DispatchMessage and whatever. Calling
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Device->run() will cause Irrlicht to dispatch messages internally too.
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You need not call Device->run() if you want to do your own message
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device->run() will cause Irrlicht to dispatch messages internally too.
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You need not call device->run() if you want to do your own message
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dispatching loop, but Irrlicht will not be able to fetch user input
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then and you have to do it on your own using the window messages,
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DirectInput, or whatever.
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*/
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while (device->run())
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{
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// draw 3d scene
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0), 1.f, 0, videodata);
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smgr->drawAll();
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driver->endScene();
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// draw gui into second window
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if (key=='b')
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
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@ -224,12 +242,13 @@ int main()
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}
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}
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#else // Windows API does the message handling
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/*
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The alternative, own message dispatching loop without Device->run()
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would look like this:
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*/
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/*MSG msg;
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MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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@ -244,11 +263,20 @@ int main()
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// advance virtual time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(true, true, 0, (key=='c')?hIrrlichtWindow:0);
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// draw 3d scene
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driver->beginScene(true, true, 0, videodata);
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smgr->drawAll();
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driver->endScene();
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}*/
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// draw gui into second window
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if (key=='b')
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
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device->getGUIEnvironment()->drawAll();
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driver->endScene();
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}
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}
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#endif
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device->closeDevice();
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device->drop();
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@ -258,5 +286,5 @@ int main()
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#endif // if windows
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/*
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That's it, Irrlicht now runs in your own windows window.
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That's it, Irrlicht now uses a Windows window.
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**/
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