<!-- 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 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: <ahref="http://irrlicht.sourceforge.net/docu/example001.html">http://irrlicht.sourceforge.net/docu/example001.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><divclass="fragment"><divclass="line"><spanclass="preprocessor">#include <irrlicht.h></span></div><divclass="line"><spanclass="preprocessor">#include "driverChoice.h"</span></div><divclass="line"><spanclass="preprocessor">#include "exampleHelper.h"</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><divclass="fragment"><divclass="line"><spanclass="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><divclass="fragment"><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></div><!-- fragment --><p> OK, lets start. Again, we use the main() method as start, not the WinMain(). </p><divclass="fragment"><divclass="line"><spanclass="keywordtype">int</span> main()</div><divclass="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. </p><divclass="fragment"><divclass="line"><spanclass="comment">// ask user for driver</span></div><divclass="line">video::E_DRIVER_TYPE driverType=driverChoiceConsole(<spanclass="keyword">true</span>);</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"></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></div><!-- fragment --><p> Get a pointer to the video driver and the SceneManager so that we do not always have to call irr::IrrlichtDevice::getVideoDriver() and irr::IrrlichtDevice::getSceneManager(). </p><divclass="fragment"><divclass="line">video::IVideoDriver* driver = device->getVideoDriver();</div><divclass="line">scene::ISceneManager* smgr = device->getSceneManager();</div></div><!-- fragment --><p> To display the Quake 3 map, we first need to load it. Quake 3 maps are packed into .pk3 files which are nothing else than .zip files. So we add the .pk3 file to our irr::io::IFileSystem. After it was added, we can read from the files in that archive as if they were stored on disk. </p><divclass="fragment"><divclass="line">device->getFileSystem()->addFileArchive(getExampleMediaPath() + <spanclass="stringliteral">"map-20kdm2.pk3"</span>);</div></div><!-- fragment --><p> Now we can load the mesh by calling irr::scene::ISceneManager::getMesh(