Import irrlicht 1.8.4 release

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Loic Blot
2020-05-16 23:31:28 +02:00
commit 6fe86df4b3
4257 changed files with 1312157 additions and 0 deletions

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# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 01.HelloWorld
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
# preprocessor flags, e.g. defines and include paths
USERCPPFLAGS =
# compiler flags such as optimization flags
USERCXXFLAGS = -O3 -ffast-math
#USERCXXFLAGS = -g -Wall
# linker flags such as additional libraries and link paths
USERLDFLAGS =
####
#no changes necessary below this line
####
CPPFLAGS = -I$(IrrlichtHome)/include -I/usr/X11R6/include $(USERCPPFLAGS)
CXXFLAGS = $(USERCXXFLAGS)
LDFLAGS = $(USERLDFLAGS)
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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@ -0,0 +1,236 @@
/** Example 001 HelloWorld
This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how
to write a simple HelloWorld program with it. The program will show how to use
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
Microsoft Visual Studio is used as an IDE, but you will also be able to
understand everything if you are using a different one or even another
operating system than windows.
You have to include the header file <irrlicht.h> in order to use the engine. The
header file can be found in the Irrlicht Engine SDK directory \c include. To let
the compiler find this header file, the directory where it is located has to be
specified. This is different for every IDE and compiler you use. Let's explain
shortly how to do this in Microsoft Visual Studio:
- If you use Version 6.0, select the Menu Extras -> Options.
Select the directories tab, and select the 'Include' Item in the combo box.
Add the \c include directory of the irrlicht engine folder to the list of
directories. Now the compiler will find the Irrlicht.h header file. We also
need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries'
in the combo box and add the \c lib/VisualStudio directory.
\image html "vc6optionsdir.jpg"
\image latex "vc6optionsdir.jpg"
\image html "vc6include.jpg"
\image latex "vc6include.jpg"
- If your IDE is Visual Studio .NET, select Tools -> Options.
Select the projects entry and then select VC++ directories. Select 'show
directories for include files' in the combo box, and add the \c include
directory of the irrlicht engine folder to the list of directories. Now the
compiler will find the Irrlicht.h header file. We also need the irrlicht.lib
to be found, so stay in that dialog, select 'show directories for Library
files' and add the \c lib/VisualStudio directory.
\image html "vcnetinclude.jpg"
\image latex "vcnetinclude.jpg"
That's it. With your IDE set up like this, you will now be able to develop
applications with the Irrlicht Engine.
Lets start!
After we have set up the IDE, the compiler will know where to find the Irrlicht
Engine header files so we can include it now in our code.
*/
#include <irrlicht.h>
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
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
irr:: anymore.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
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 for VisualStudio. On Windows platforms, we have to get rid
of the console window, which pops up when starting a program with main(). This
is done by the second pragma. We could also use the WinMain method, though
losing platform independence then.
*/
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
/*
The most important function of the engine is the createDevice()
function. The IrrlichtDevice is created by it, which is the root
object for doing anything with the engine. createDevice() has 7
parameters:
- deviceType: Type of the device. This can currently be the Null-device,
one of the two software renderers, D3D8, D3D9, or OpenGL. In this
example we use EDT_SOFTWARE, but to try out, you might want to
change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9, or EDT_OPENGL.
- windowSize: Size of the Window or screen in FullScreenMode to be
created. In this example we use 640x480.
- bits: Amount of color bits per pixel. This should be 16 or 32. The
parameter is often ignored when running in windowed mode.
- fullscreen: Specifies if we want the device to run in fullscreen mode
or not.
- stencilbuffer: Specifies if we want to use the stencil buffer (for
drawing shadows).
- vsync: Specifies if we want to have vsync enabled, this is only useful
in fullscreen mode.
- eventReceiver: An object to receive events. We do not want to use this
parameter here, and set it to 0.
Always check the return value to cope with unsupported drivers,
dimensions, etc.
*/
IrrlichtDevice *device =
createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
false, false, false, 0);
if (!device)
return 1;
/*
Set the caption of the window to some nice text. Note that there is an
'L' in front of the string. The Irrlicht Engine uses wide character
strings when displaying text.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<s32>(10,10,260,22), true);
/*
To show something interesting, we load a Quake 2 model and display it.
We only have to get the Mesh from the Scene Manager with getMesh() and add
a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
check the return value of getMesh() to become aware of loading problems
and other errors.
Instead of writing the filename sydney.md2, it would also be possible
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
other supported file format. By the way, that cool Quake 2 model
called sydney was modelled by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/*
Ok, now we have set up the scene, lets draw everything: We run the
device in a while() loop, until the device does not want to run any
more. This would be when the user closes the window or presses ALT+F4
(or whatever keycode closes a window).
*/
while(device->run())
{
/*
Anything can be drawn between a beginScene() and an endScene()
call. The beginScene() call clears the screen with a color and
the depth buffer, if desired. Then we let the Scene Manager and
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
/*
After we are done with the render loop, we have to delete the Irrlicht
Device created before with createDevice(). In the Irrlicht Engine, you
have to delete all objects you created with a method or function which
starts with 'create'. The object is simply deleted by calling ->drop().
See the documentation at irr::IReferenceCounted::drop() for more
information.
*/
device->drop();
return 0;
}
/*
That's it. Compile and run.
**/

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<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<p>This Tutorial shows how to set up the IDE for using the
Irrlicht Engine and how to write a simple HelloWorld program
with it. The program will show how to use the basics of
the VideoDriver, the GUIEnvironment and the SceneManager.<br>
The result of this example will look like this:</p>
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
</p>
</div></td>
</tr>
</table>
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr> <a name="settingup"></a>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
IDE</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<p align="left">To use the engine, we will have to include
the header file &lt;irrlicht.h&gt;, which can be found
in the Irrlicht Engine SDK directory \include. To let
the compiler find this header file, the directory where
it is located should be specified somewhere. This is different
for every IDE and compiler. I will explain how to do this
in Microsoft Visual Studio C++ 6.0 and .NET:</p>
</div>
<ul>
<li>
<div align="left">If you use Version 6.0, select the Menu
Extras -&gt; Options. Select the directories tab, and
select the 'Include' Item in the combo box. Add the
\include directory of the Irrlicht Engine folder to
the list of directories. Now the compiler will find
the Irrlicht.h header file. We also need the location
of irrlicht.lib to be listed, so select the 'Libraries'
tab and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
&nbsp; <br>
</div>
</li>
<li>If your IDE is Visual Studio .NET, select Tools -&gt;
Options. Select the Projects entry and then select VC++
directories. Select 'show directories for include files'
in the combo box, and add the \include directory of the
Irrlicht Engine folder to the list of directories so the
compiler will find the Irrlicht.h header file. We also
need the irrlicht.lib to be found, so select 'show directories
for Library files' and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vcnetinclude.jpg" width="256" height="160">
<br>
</li>
</ul>
<p>&nbsp;</p>
</div></td>
</tr>
</table>
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
<div align="left">
<div align="left">
<div align="left">
<p>After we have set up the IDE, the compiler will know
where to find the Irrlicht Engine header files so
we can include it now into our code.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>
</tr>
</table>
<p>In the Irrlicht Engine, everything can be found in
the namespace 'irr'. So if you want to use a class
of the engine, you'll have to type an irr:: before
the name of the class. For example, to use the IrrlichtDevice,
write: irr::IrrlichtDevice. To avoid having to put
irr:: before of the name of every class, we tell the
compiler that we use that namespace.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace irr;</pre> </td>
</tr>
</table>
<p>There are 5 sub-namespaces in the Irrlicht Engine.
Take a look at them: you can read a detailed description
of them in the documentation by clicking on the top
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
List</a>'. To keep this example simple, we don't want
to have to specify the name spaces, Hence:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
</tr>
</table>
<p>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:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
</tr>
</table>
<p>Now the main method: to keep this example simple
we use int main(), which can be used on any platform.
However, on Windows platforms, we could also use the
WinMain method if we would want to get rid of the
console window which pops up when starting a program
with main().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{</pre> </td>
</tr>
</table>
<p>The most important function of the engine is the
'createDevice' function. The Irrlicht Device, which
is the root object for doing everything with the engine,
can be created with it. createDevice() has 7 parameters:</p>
</div>
<ul>
<li>
<div align="left"> deviceType: Type of the device. This can currently
be the Null device, the Software device, Direct3D8, Direct3D9,
or OpenGL. In this example we use EDT_SOFTWARE, but, to try
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9 or EDT_OPENGL. </div>
</li>
<li>
<div align="left">windowSize: Size of the window or
full screen mode to be created. In this example
we use 512x384.</div>
</li>
<li>
<div align="left">bits: Number of bits per pixel when
in full screen mode. This should be 16 or 32. This
parameter is ignored when running in windowed mode.</div>
</li>
<li>
<div align="left">fullscreen: Specifies if we want
the device to run in full screen mode or not.</div>
</li>
<li>stencilbuffer: Specifies if we want to use the stencil
buffer for drawing shadows.</li>
<li>vsync: Specifies if we want to have vsync enabled.
This is only useful in full screen mode.</li>
<li>
<div align="left">eventReceiver: An object to receive
events. We do not want to use this parameter here,
and set it to 0.</div>
</li>
</ul>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td>
</tr>
</table>
<p>Now we set the caption of the window to some nice text.
Note that there is a 'L' in front of the string: the
Irrlicht Engine uses wide character strings when displaying
text.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>
</tr>
</table>
<p>Now we store a pointer to the video driver, the SceneManager,
and the graphical user interface environment so that
we do not always have to write device-&gt;getVideoDriver(),
device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>
</tr>
</table>
<p> We add a hello world label to the window using the
GUI environment. The text is placed at the position
(10,10) as top left corner and (200,22) as lower right
corner.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>
</tr>
</table>
<p>To display something interesting, we load a Quake 2
model and display it. We only have to get the Mesh from
the Scene Manager with getMesh() and add a SceneNode
to display the mesh with addAnimatedMeshSceneNode().
Instead of loading a Quake2 file (.md2), it is also
possible to load a Maya object file (.obj), a complete
Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
By the way, that cool Quake 2 model called sydney.md2
was modelled by Brian Collins.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>
</tr>
</table>
<p>To make the mesh look a little bit nicer, we change
its material a little bit: we disable lighting because
we do not have a dynamic light in here and the mesh
would be totally black. Then we set the frame loop so
that the animation is looped between the frames 0 and
310. Then, at last, we apply a texture to the mesh.
Without it the mesh would be drawn using only a solid
color.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre>
</td>
</tr>
</table>
<p>To look at the mesh, we place a camera into 3d space
at the position (0, 10, -40). The camera looks from
there to (0,5,0).</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
</tr>
</table>
<p>Ok. Now that we have set up the scene, let's draw everything:
we run the device in a while() loop until the device
does not want to run any more. This would be when the
user closes the window or presses ALT+F4 in Windows.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>while(device-&gt;run())<br>{</pre> </td>
</tr>
</table>
<p> Everything must be drawn between a beginScene() and
an endScene() call. The beginScene clears the screen
with a color and also the depth buffer, if desired.
Then we let the Scene Manager and the GUI environment
draw their content. With the endScene() call, everything
is presented on the screen.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
smgr-&gt;drawAll();
guienv-&gt;drawAll();</pre>
<pre> driver-&gt;endScene();
}</pre> </td>
</tr>
</table>
<p>After we are finished, we have to delete the Irrlicht
Device created earlier with createDevice(). With the
Irrlicht Engine, you should delete all objects you created
with a method or function that starts with 'create'.
The object is deleted simply by calling -&gt;drop().
See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
for more information.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();<br> return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and run. </p>
<p>&nbsp;</p>
</div>
</div>
</div></td>
</tr>
</table>
<br>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
or Problems</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<div align="left">
<p><strong>Visual Studio</strong><br>
While trying to compile the tutorial, if you get the
error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
error C1083: Cannot open include file: 'irrlicht.h':
No such file or directory</font></td>
</tr>
</table>
<p>Solution: You may have set the include directory improperly
in the Visual Studio options. See <a href="#settingup">above</a>
for information on setting it. </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
: LNK6004: HelloWorld.exe not found or not built
by the last incremental link; performing full link<br>
LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
Error executing link.exe</font></td>
</tr>
</table>
<p> Solution: You may have set the library directory improperly.
See <a href="#settingup">above</a> for information on
setting it. <br>
<br>
</p>
<p><strong>Compiler independent problems<br>
</strong>If the tutorial compiles successfully but gives
the error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
application has failed to start because Irrlicht.dll
was not found. Re-installing the application may
fix this problem</font></td>
</tr>
</table>
<p>Solution: You may have forgotten to copy the Irrlicht.dll
file from Irrlicht\bin\VisualStudio to the directory
the tutorial's project file is in. </p>
If the tutorial compiles and runs successfully but produces
errors in the console like:<br>
<br>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
not load mesh, because file could not be opened.:
../media/sydney.md2</font></td>
</tr>
</table>
<p> Or:</p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
</b><em>Could not load texture: stones.jpg </em></font></td>
</tr>
</table>
<p>Solution: The file listed in the error message cannot
be found. Ensure that the directory specified in the
main.cpp exists and is where the file is located. <br>
</p>
</div>
</div>
</div></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>