<!-- 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>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> define which Quake3 Level should be loaded </p><divclass="fragment"><divclass="line"><spanclass="preprocessor">#define IRRLICHT_QUAKE3_ARENA</span></div><divclass="line"><spanclass="comment">//#define ORIGINAL_QUAKE3_ARENA</span></div><divclass="line"><spanclass="comment">//#define CUSTOM_QUAKE3_ARENA</span></div><divclass="line"><spanclass="comment">//#define SHOW_SHADER_NAME</span></div><divclass="line"></div><divclass="line"><spanclass="preprocessor">#ifdef ORIGINAL_QUAKE3_ARENA</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_STORAGE_FORMAT addFolderFileArchive</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_STORAGE_1 "/baseq3/"</span></div><divclass="line"><spanclass="preprocessor"> #ifdef CUSTOM_QUAKE3_ARENA</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_STORAGE_2 "/cf/"</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_MAP_NAME "maps/cf.bsp"</span></div><divclass="line"><spanclass="preprocessor"> #else</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_MAP_NAME "maps/q3dm8.bsp"</span></div><divclass="line"><spanclass="preprocessor"> #endif</span></div><divclass="line"><spanclass="preprocessor">#endif</span></div><divclass="line"></div><divclass="line"><spanclass="preprocessor">#ifdef IRRLICHT_QUAKE3_ARENA</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_STORAGE_FORMAT addFileArchive</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_STORAGE_1 getExampleMediaPath() + "map-20kdm2.pk3"</span></div><divclass="line"><spanclass="preprocessor"> #define QUAKE3_MAP_NAME "maps/20kdm2.bsp"</span></div><divclass="line"><spanclass="preprocessor">#endif</span></div><divclass="line"></div><divclass="line"><spanclass="keyword">using namespace </span>irr;</div><divclass="line"><spanclass="keyword">using namespace </span>scene;</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> A class to produce a series of screenshots </p><divclass="fragment"><divclass="line"><spanclass="keyword">class </span>CScreenShotFactory : <spanclass="keyword">public</span> IEventReceiver</div><divclass="line">{</div><divclass="line"><spanclass="keyword">public</span>:</div><divclass="line"></div><divclass="line"> CScreenShotFactory( IrrlichtDevice *device, <spanclass="keyword">const</span> c8 * templateName, ISceneNode* node )</div><divclass="line"> : Device(device), Number(0), FilenameTemplate(templateName), Node(node)</div><divclass="line"> {</div><divclass="line"> FilenameTemplate.replace ( <spanclass="charliteral">'/'</span>, <spanclass="charliteral">'_'</span> );</div><divclass="line"> FilenameTemplate.replace ( <spanclass="charliteral">'\\'</span>, <spanclass="charliteral">'_'</span> );</div><divclass="line"> }</div><divclass="line"></div><divclass="line"><spanclass="keywordtype">bool</span> O