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https://github.com/minetest/irrlicht.git
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Import irrlicht 1.8.4 release
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bin/Linux/readme.txt
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bin/Linux/readme.txt
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If you wish to compile the engine in linux yourself,
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goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
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After this, you should be able to make all example applications in \examples.
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Then just start an X Server and run them, from the directory where they are.
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bin/MacOSX/readme.txt
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bin/MacOSX/readme.txt
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The Irrlicht Engine is staticly compiled together with the application under MacOSX.
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If you wish to compile the engine in MacOSX yourself, use the source in the \source directory.
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Please note that this SDK has not been tested on MacOSX. Get a SDK especially for MacOSX on http://irrlicht.sf.net
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bin/Win32-VisualStudio/02.Quake3Map.exe
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bin/Win32-VisualStudio/02.Quake3Map.exe
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bin/Win32-VisualStudio/03.CustomSceneNode.exe
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bin/Win32-VisualStudio/03.CustomSceneNode.exe
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bin/Win32-VisualStudio/04.Movement.exe
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bin/Win32-VisualStudio/04.Movement.exe
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bin/Win32-VisualStudio/05.UserInterface.exe
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bin/Win32-VisualStudio/05.UserInterface.exe
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bin/Win32-VisualStudio/06.2DGraphics.exe
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bin/Win32-VisualStudio/06.2DGraphics.exe
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bin/Win32-VisualStudio/07.Collision.exe
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bin/Win32-VisualStudio/07.Collision.exe
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bin/Win32-VisualStudio/08.SpecialFx.exe
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bin/Win32-VisualStudio/08.SpecialFx.exe
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bin/Win32-VisualStudio/09.MeshViewer.exe
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bin/Win32-VisualStudio/09.MeshViewer.exe
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bin/Win32-VisualStudio/10.Shaders.exe
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bin/Win32-VisualStudio/10.Shaders.exe
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bin/Win32-VisualStudio/11.PerPixelLighting.exe
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bin/Win32-VisualStudio/11.PerPixelLighting.exe
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bin/Win32-VisualStudio/12.TerrainRendering.exe
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bin/Win32-VisualStudio/12.TerrainRendering.exe
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bin/Win32-VisualStudio/13.RenderToTexture.exe
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bin/Win32-VisualStudio/13.RenderToTexture.exe
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bin/Win32-VisualStudio/14.Win32Window.exe
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bin/Win32-VisualStudio/14.Win32Window.exe
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bin/Win32-VisualStudio/15.LoadIrrFile.exe
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bin/Win32-VisualStudio/15.LoadIrrFile.exe
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bin/Win32-VisualStudio/16.Quake3MapShader.exe
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bin/Win32-VisualStudio/16.Quake3MapShader.exe
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bin/Win32-VisualStudio/17.HelloWorld_Mobile.exe
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bin/Win32-VisualStudio/17.HelloWorld_Mobile.exe
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bin/Win32-VisualStudio/18.SplitScreen.exe
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bin/Win32-VisualStudio/18.SplitScreen.exe
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bin/Win32-VisualStudio/19.MouseAndJoystick.exe
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bin/Win32-VisualStudio/19.MouseAndJoystick.exe
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bin/Win32-VisualStudio/20.ManagedLights.exe
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bin/Win32-VisualStudio/20.ManagedLights.exe
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bin/Win32-VisualStudio/21.Quake3Explorer.exe
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bin/Win32-VisualStudio/21.Quake3Explorer.exe
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bin/Win32-VisualStudio/22.MaterialViewer.exe
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bin/Win32-VisualStudio/22.MaterialViewer.exe
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bin/Win32-VisualStudio/23.SMeshHandling.exe
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bin/Win32-VisualStudio/23.SMeshHandling.exe
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bin/Win32-VisualStudio/24.CursorControl.exe
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bin/Win32-VisualStudio/24.CursorControl.exe
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bin/Win32-VisualStudio/25.XmlHandling.exe
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bin/Win32-VisualStudio/25.XmlHandling.exe
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bin/Win32-VisualStudio/26.OcclusionQuery.exe
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bin/Win32-VisualStudio/26.OcclusionQuery.exe
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bin/Win32-VisualStudio/FontTool.exe
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bin/Win32-VisualStudio/FontTool.exe
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bin/Win32-VisualStudio/GUIEditor.exe
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bin/Win32-VisualStudio/GUIEditor.exe
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bin/Win32-VisualStudio/Irrlicht.dll
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bin/Win32-VisualStudio/Irrlicht.dll
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bin/Win32-VisualStudio/MeshConverter.exe
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bin/Win32-VisualStudio/MeshConverter.exe
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bin/Win32-VisualStudio/irrlicht.ico
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bin/Win32-VisualStudio/irrlicht.ico
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bin/Win32-VisualStudio/readme.txt
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bin/Win32-VisualStudio/readme.txt
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The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
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You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
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To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
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To re-compile Irrlicht for Win32-VisualStudio:
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There are several project files for different VS versions in source/Irrlicht.
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Irrlicht10.0.sln is for VS 2010
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Irrlicht11.0.sln is for VS 2012
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Irrlicht12.0.sln is for VS 2013
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To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
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For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
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Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
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You might want to change that in the project settings and set it to your current version.
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Make sure you use the same platform toolset in your application and in the engine.
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Also when compiling examples each example has to use the same platform toolset as was used for the engine.
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Platform should be Win32
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Configuration is by default "Release"
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But you can also chose "Debug" if you want Irrlicht with Debug information.
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Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
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bin/Win32-gcc/irrlicht.ico
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bin/Win32-gcc/irrlicht.ico
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bin/Win32-gcc/readme.txt
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bin/Win32-gcc/readme.txt
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If you wish to compile Irrlicht for Win32-gcc you have several choices.
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1. You can work from within a MinGW shell.
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Go to the folder source/Irrlicht and run the Makefile with:
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make win32
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Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
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make all_win32
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2. Use the Code::Blocks IDE
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There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
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Be sure to select a Windows target like "Win32 - release - accurate math - dll"
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There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
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Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
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This workspace allows you to compile the engine together with all examples and tools.
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bin/Win64-VisualStudio/Irrlicht.dll
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bin/Win64-VisualStudio/Irrlicht.dll
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bin/Win64-VisualStudio/irrlicht.ico
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bin/Win64-VisualStudio/irrlicht.ico
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bin/Win64-VisualStudio/readme.txt
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bin/Win64-VisualStudio/readme.txt
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The Win64-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
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You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
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To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
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To re-compile Irrlicht for Win32-VisualStudio:
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There are several project files for different VS versions in source/Irrlicht.
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Irrlicht10.0.sln is for VS 2010
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Irrlicht11.0.sln is for VS 2012
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Irrlicht12.0.sln is for VS 2013
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To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
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For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
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Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
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You might want to change that in the project settings and set it to your current version.
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Make sure you use the same platform toolset in your application and in the engine.
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Also when compiling examples each example has to use the same platform toolset as was used for the engine.
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Platform should be Win64
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Configuration is by default "Release"
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But you can also chose "Debug" if you want Irrlicht with Debug information.
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Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
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