Import irrlicht 1.8.4 release

This commit is contained in:
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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# Makefile for Irrlicht Examples
# 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
Target = 12.TerrainRendering
Sources = main.cpp
# general compiler settings
CPPFLAGS = -I../../include -I/usr/X11R6/include
CXXFLAGS = -O3 -ffast-math
#CXXFLAGS = -g -Wall
#default target is Linux
all: all_linux
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
# target specific settings
all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
all_win32 clean_win32: SYSTEM=Win32-gcc
all_win32 clean_win32: SUF=.exe
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
all_linux all_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 clean clean_linux clean_win32

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 12 Terrain Rendering" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/TerrainRendering" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/TerrainRendering" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-w" />
<Add option="-g" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

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OutputFile="..\..\bin\Win32-VisualStudio\12.TerrainRendering.exe"
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ProgramDatabaseFile=".\Release/TerrainRendering.pdb"
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<File
RelativePath="main.cpp"
>
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Name="Debug|Win32"
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Optimization="0"
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<Globals>
</Globals>
</VisualStudioProject>

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/** Example 012 Terrain Rendering
This tutorial will briefly show how to use the terrain renderer of Irrlicht. It
will also show the terrain renderer triangle selector to be able to do
collision detection with terrain.
Note that the Terrain Renderer in Irrlicht is based on Spintz'
GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant
simple solution for building larger area on small heightmaps -> terrain
smoothing.
In the beginning there is nothing special. We include the needed header files
and create an event listener to listen if the user presses a key: The 'W' key
switches to wireframe mode, the 'P' key to pointcloud mode, and the 'D' key
toggles between solid and detail mapped material.
*/
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
{
Skybox->setVisible(showBox);
Skydome->setVisible(!showBox);
}
bool OnEvent(const SEvent& event)
{
// check if user presses the key 'W' or 'D'
if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
{
switch (event.KeyInput.Key)
{
case irr::KEY_KEY_W: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_WIREFRAME,
!Terrain->getMaterial(0).Wireframe);
Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
return true;
case irr::KEY_KEY_P: // switch wire frame mode
Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
!Terrain->getMaterial(0).PointCloud);
Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
return true;
case irr::KEY_KEY_D: // toggle detail map
Terrain->setMaterialType(
Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
video::EMT_DETAIL_MAP : video::EMT_SOLID);
return true;
case irr::KEY_KEY_S: // toggle skies
showBox=!showBox;
Skybox->setVisible(showBox);
Skydome->setVisible(!showBox);
return true;
case irr::KEY_KEY_X: // toggle debug information
showDebug=!showDebug;
Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
return true;
default:
break;
}
}
return false;
}
private:
scene::ISceneNode* Terrain;
scene::ISceneNode* Skybox;
scene::ISceneNode* Skydome;
bool showBox;
bool showDebug;
};
/*
The start of the main function starts like in most other example. We ask the
user for the desired renderer and start it up. This time with the advanced
parameter handling.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device with full flexibility over creation parameters
// you can add more parameters if desired, check irr::SIrrlichtCreationParameters
irr::SIrrlichtCreationParameters params;
params.DriverType=driverType;
params.WindowSize=core::dimension2d<u32>(640, 480);
IrrlichtDevice* device = createDeviceEx(params);
if (device == 0)
return 1; // could not create selected driver.
/*
First, we add standard stuff to the scene: A nice irrlicht engine
logo, a small help text, a user controlled camera, and we disable
the mouse cursor.
*/
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* env = device->getGUIEnvironment();
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
// add irrlicht logo
env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"),
core::position2d<s32>(10,10));
//set other font
env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
// add some help text
env->addStaticText(
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
core::rect<s32>(10,421,250,475), true, true, 0, -1, true);
// add camera
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
camera->setFarValue(42000.0f);
// disable mouse cursor
device->getCursorControl()->setVisible(false);
/*
Here comes the terrain renderer scene node: We add it just like any
other scene node to the scene using
ISceneManager::addTerrainSceneNode(). The only parameter we use is a
file name to the heightmap we use. A heightmap is simply a gray scale
texture. The terrain renderer loads it and creates the 3D terrain from
it.
To make the terrain look more big, we change the scale factor of
it to (40, 4.4, 40). Because we don't have any dynamic lights in the
scene, we switch off the lighting, and we set the file
terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
second texture, called detail map. At last, we set the scale values for
the texture: The first texture will be repeated only one time over the
whole terrain, and the second one (detail map) 20 times.
*/
// add terrain scene node
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
"../../media/terrain-heightmap.bmp",
0, // parent node
-1, // node id
core::vector3df(0.f, 0.f, 0.f), // position
core::vector3df(0.f, 0.f, 0.f), // rotation
core::vector3df(40.f, 4.4f, 40.f), // scale
video::SColor ( 255, 255, 255, 255 ), // vertexColor
5, // maxLOD
scene::ETPS_17, // patchSize
4 // smoothFactor
);
terrain->setMaterialFlag(video::EMF_LIGHTING, false);
terrain->setMaterialTexture(0,
driver->getTexture("../../media/terrain-texture.jpg"));
terrain->setMaterialTexture(1,
driver->getTexture("../../media/detailmap3.jpg"));
terrain->setMaterialType(video::EMT_DETAIL_MAP);
terrain->scaleTexture(1.0f, 20.0f);
/*
To be able to do collision with the terrain, we create a triangle selector.
If you want to know what triangle selectors do, just take a look into the
collision tutorial. The terrain triangle selector works together with the
terrain. To demonstrate this, we create a collision response animator
and attach it to the camera, so that the camera will not be able to fly
through the terrain.
*/
// create triangle selector for the terrain
scene::ITriangleSelector* selector
= smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);
// create collision response animator and attach it to the camera
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(60,100,60),
core::vector3df(0,0,0),
core::vector3df(0,50,0));
selector->drop();
camera->addAnimator(anim);
anim->drop();
/* If you need access to the terrain data you can also do this directly via the following code fragment.
*/
scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
terrain->getMeshBufferForLOD(*buffer, 0);
video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
// Work on data or get the IndexBuffer with a similar call.
buffer->drop(); // When done drop the buffer again.
/*
To make the user be able to switch between normal and wireframe mode,
we create an instance of the event receiver from above and let Irrlicht
know about it. In addition, we add the skybox which we already used in
lots of Irrlicht examples and a skydome, which is shown mutually
exclusive with the skybox by pressing 'S'.
*/
// create skybox and skydome
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
driver->getTexture("../../media/irrlicht2_up.jpg"),
driver->getTexture("../../media/irrlicht2_dn.jpg"),
driver->getTexture("../../media/irrlicht2_lf.jpg"),
driver->getTexture("../../media/irrlicht2_rt.jpg"),
driver->getTexture("../../media/irrlicht2_ft.jpg"),
driver->getTexture("../../media/irrlicht2_bk.jpg"));
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
// create event receiver
MyEventReceiver receiver(terrain, skybox, skydome);
device->setEventReceiver(&receiver);
/*
That's it, draw everything.
*/
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0 );
smgr->drawAll();
env->drawAll();
driver->endScene();
// display frames per second in window title
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
// Also print terrain height of current camera position
// We can use camera position because terrain is located at coordinate origin
str += " Height: ";
str += terrain->getHeight(camera->getAbsolutePosition().X,
camera->getAbsolutePosition().Z);
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
/*
Now you know how to use terrain in Irrlicht.
**/

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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="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="left"><b><font color="#FFFFFF">Tutorial 12. Terrain Rendering</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p> This tutorial will briefly show how to use the terrain renderer of
Irrlicht. It will also show the terrain renderer triangle selector to
be able to do collision detection with terrain.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/012shot.jpg" width="258" height="202"></p>
<p align="left"><br>
Note that the terrain renderer in Irrlicht is based the terrain renderer
by Soconne and the GeoMipMapSceneNode developed by Spinz, lots of thanks
go to them.</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<div align="left">
<p> In the beginning there is nothing special. We include the needed
header files and create an event listener to listen if the user presses
the 'W' key so we can switch to wireframe mode and if he presses 'D'
we toggle to material between solid and detail mapped.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br>using namespace irr;<br><br>#pragma comment(lib, &quot;Irrlicht.lib&quot;)<br><br>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> MyEventReceiver(scene::ISceneNode* terrain)<br> {<br><font color="#006600"> // store pointer to terrain so we can change its drawing mode<br></font> Terrain = terrain;<br> }<br><br> bool OnEvent(const SEvent& event)<br> {<br> <font color="#006600"> // check if user presses the key 'W' or 'D'</font><br> if (event.EventType == irr::EET_KEY_INPUT_EVENT &amp;&amp; !event.KeyInput.PressedDown)<br> {<br> switch (event.KeyInput.Key)<br> {<br> case irr::KEY_KEY_W:<font color="#006600"> // switch wire frame mode</font><br> Terrain-&gt;setMaterialFlag(video::EMF_WIREFRAME, !Terrain-&gt;getMaterial(0).Wireframe);<br> return true;<br> case irr::KEY_KEY_D:<font color="#006600"> // toggle detail map</font><br> Terrain-&gt;setMaterialType(<br> Terrain-&gt;getMaterial(0).MaterialType == video::EMT_SOLID ? <br> video::EMT_DETAIL_MAP : video::EMT_SOLID);<br> return true;<br> }<br> }<br> return false;<br> }<br><br>private:<br> scene::ISceneNode* Terrain;<br>};<br><br></pre></td>
</tr>
</table>
<p>The start of the main function starts like in most other example.
We ask the user for the desired renderer and start it up. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type<br></font><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><font color="#006600"><br> // create device<br></font> IrrlichtDevice* device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br> if (device == 0)<br> return 1; <font color="#006600">// could not create selected driver.</font><br></pre></td>
</tr>
</table>
<p> First, we add standard stuff to the scene: A nice irrlicht engine
logo, a small help text, a user controlled camera, and we disable
the mouse cursor.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();<br>scene::ISceneManager* smgr = device-&gt;getSceneManager();<br>gui::IGUIEnvironment* env = device-&gt;getGUIEnvironment();<br><br>driver-&gt;setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);<br><br><font color="#006600">// add irrlicht logo<br></font>env-&gt;addImage(driver-&gt;getTexture(&quot;../../media/irrlichtlogoalpha.tga&quot;),<br> core::position2d&lt;s32&gt;(10,10));<br>
<font color="#006600">// add some help text<br></font>gui::IGUIStaticText* text = env-&gt;addStaticText(<br> L&quot;Press 'W' to change wireframe mode\nPress 'D' to toggle detail map&quot;,<br> core::rect&lt;s32&gt;(10,453,200,475), true, true, 0, -1, true);<br>
<font color="#006600">// add camera<br></font>scene::ICameraSceneNode* camera = <br> smgr-&gt;addCameraSceneNodeFPS(0,100.0f,1200.0f);<br>camera-&gt;setPosition(core::vector3df(1900*2,255*2,3700*2));<br>camera-&gt;setTarget(core::vector3df(2397*2,343*2,2700*2));<br>camera-&gt;setFarValue(12000.0f);<br><br><font color="#006600">// disable mouse cursor<br></font>device-&gt;getCursorControl()-&gt;setVisible(false);</pre></td>
</tr>
</table>
<p> Here comes the terrain renderer scene node: We add it just like
any other scene node to the scene using ISceneManager::addTerrainSceneNode().
The only parameter we use is a file name to the heightmap we use.
A heightmap is simply a gray scale texture. The terrain renderer loads
it and creates the 3D terrain from it.<br>
To make the terrain look more big, we change the scale factor of it
to (40, 4.4, 40). Because we don't have any dynamic lights in the
scene, we switch off the lighting, and we set the file terrain-texture.jpg
as texture for the terrain and detailmap3.jpg as second texture, called
detail map. At last, we set the scale values for the texture: The
first texture will be repeated only one time over the whole terrain,
and the second one (detail map) 20 times. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font color="#006600">// add terrain scene node<br></font>scene::ITerrainSceneNode* terrain = smgr-&gt;addTerrainSceneNode( <br> &quot;../../media/terrain-heightmap.bmp&quot;);<br><br>terrain-&gt;setScale(core::vector3df(40, 4.4f, 40));<br>terrain-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br><br>terrain-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/terrain-texture.jpg&quot;));<br>terrain-&gt;setMaterialTexture(1, driver-&gt;getTexture(&quot;../../media/detailmap3.jpg&quot;));<br> <br>terrain-&gt;setMaterialType(video::EMT_DETAIL_MAP);<br>terrain-&gt;scaleTexture(1.0f, 20.0f);<font color="#006600"><br></font></pre></td>
</tr>
</table>
<p> To be able to do collision with the terrain, we create a triangle
selector. If you want to know what triangle selectors do, just take
a look into the collision tutorial. The terrain triangle selector
works together with the terrain. To demonstrate this, we create a
collision response animator and attach it to the camera, so that the
camera will not be able to fly through the terrain. </p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector-&gt;drop();<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td>
</tr>
</table>
<p> To make the user be able to switch between normal and wireframe mode,
we create an instance of the event reciever from above and let Irrlicht
know about it. In addition, we add the skybox which we already used
in lots of Irrlicht examples.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font color="#006600">// create event receiver<br></font>MyEventReceiver receiver(terrain);<br>device-&gt;setEventReceiver(&amp;receiver);<br><br><font color="#006600">// create skybox<br></font>driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br>smgr-&gt;addSkyBoxSceneNode(<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_up.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_dn.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_lf.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_rt.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_ft.jpg&quot;),<br> driver-&gt;getTexture(&quot;../../media/irrlicht2_bk.jpg&quot;));<br>
driver-&gt;setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br></pre></td>
</tr>
</table>
<p> That's it, draw everything. Now you know how to use terrain in Irrlicht.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> int lastFPS = -1;<br><br> while(device-&gt;run())<br> if (device-&gt;isWindowActive())<br> {<br> driver-&gt;beginScene(true, true, 0 );<br><br> smgr-&gt;drawAll();<br> env-&gt;drawAll();<br><br> driver-&gt;endScene();
<br><font color="#006600"> // display frames per second in window title
</font> int fps = driver-&gt;getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L&quot;Terrain Renderer - Irrlicht Engine [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device-&gt;drop();<br> <br> return 0;<br>}</pre></td>
</tr>
</table>
<p>&nbsp; </p>
</div>
</td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>