mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
55
examples/01.HelloWorld/HelloWorld.cbp
Normal file
55
examples/01.HelloWorld/HelloWorld.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
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||||
<Option title="Irrlicht Example 01 Hello World" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/HelloWorld" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/HelloWorld" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</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>
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</CodeBlocks_project_file>
|
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
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<VisualStudioProject
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ProjectType="Visual C++"
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ProjectGUID="{265B57DD-0C6D-4CFD-A95E-0FCC3ECD0E90}"
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SccProjectName=""
|
||||
SccLocalPath="">
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<Platforms>
|
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<Platform
|
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Name="Win32"/>
|
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</Platforms>
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<Configuration
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UseOfMFC="0"
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ATLMinimizesCRunTimeLibraryUsage="FALSE"
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CharacterSet="2">
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<Tool
|
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Name="VCCLCompilerTool"
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Optimization="0"
|
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AdditionalIncludeDirectories="..\..\include"
|
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PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
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BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
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UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/HelloWorld.pch"
|
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AssemblerListingLocation=".\Debug/"
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ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
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WarningLevel="3"
|
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SuppressStartupBanner="TRUE"
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DebugInformationFormat="4"
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CompileAs="0"/>
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<Tool
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Name="VCCustomBuildTool"/>
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<Tool
|
||||
Name="VCLinkerTool"
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OutputFile="..\..\bin\Win32-VisualStudio\01.HelloWorld.exe"
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LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/HelloWorld.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
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TypeLibraryName=".\Debug/HelloWorld.tlb"
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HeaderFileName=""/>
|
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<Tool
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||||
Name="VCPostBuildEventTool"/>
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<Tool
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Name="VCPreBuildEventTool"/>
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<Tool
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Name="VCPreLinkEventTool"/>
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<Tool
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||||
Name="VCResourceCompilerTool"
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PreprocessorDefinitions="_DEBUG"
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||||
Culture="3079"/>
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<Tool
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||||
Name="VCWebServiceProxyGeneratorTool"/>
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||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
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<Tool
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||||
Name="VCWebDeploymentTool"/>
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<Tool
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<Tool
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Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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<Tool
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Name="VCCLCompilerTool"
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Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/HelloWorld.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
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||||
CompileAs="0"/>
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||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
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<Tool
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Name="VCLinkerTool"
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OutputFile="..\..\bin\Win32-VisualStudio\01.HelloWorld.exe"
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LinkIncremental="0"
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SuppressStartupBanner="TRUE"
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ProgramDatabaseFile=".\Release/HelloWorld.pdb"
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SubSystem="1"
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TargetMachine="1"/>
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<Tool
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Name="VCMIDLTool"
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TypeLibraryName=".\Release/HelloWorld.tlb"
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||||
HeaderFileName=""/>
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||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
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||||
<Tool
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Name="VCPreBuildEventTool"/>
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||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
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||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
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||||
Culture="3079"/>
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||||
<Tool
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||||
Name="VCWebServiceProxyGeneratorTool"/>
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||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
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<Tool
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Name="VCWebDeploymentTool"/>
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<Tool
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||||
Name="VCManagedWrapperGeneratorTool"/>
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||||
<Tool
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||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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||||
</Configuration>
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</Configurations>
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<References>
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||||
</References>
|
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<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
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Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
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||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
290
examples/01.HelloWorld/HelloWorld.xcodeproj/project.pbxproj
Normal file
290
examples/01.HelloWorld/HelloWorld.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
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objectVersion = 46;
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56
examples/01.HelloWorld/Makefile
Normal file
56
examples/01.HelloWorld/Makefile
Normal file
@ -0,0 +1,56 @@
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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
|
||||
|
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# Name of the executable created (.exe will be added automatically if necessary)
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|
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# List of source files, separated by spaces
|
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|
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|
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# general compiler settings (might need to be set when compiling the lib, too)
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|
||||
ifndef NDEBUG
|
||||
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|
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|
||||
#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
|
269
examples/01.HelloWorld/main.cpp
Normal file
269
examples/01.HelloWorld/main.cpp
Normal file
@ -0,0 +1,269 @@
|
||||
/** 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
|
||||
added in your project as include path. This is different for every IDE and
|
||||
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
|
||||
|
||||
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
|
||||
"C/C++" - "General" option, and select the "Additional Include Directories".
|
||||
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 select "Linker" - "General" and
|
||||
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
|
||||
to "Additional Library Directories". Which of the 2 Irrlicht versions you
|
||||
chose depends on the target platform for your application (win32 or x64).
|
||||
In your project properties you can see what your active solution platform
|
||||
is, you can use the same one for Irrlicht.
|
||||
|
||||
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
|
||||
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
|
||||
Linux) to your Linker input files.
|
||||
|
||||
For VisualStudio we can be lazy and use the pragma comment lib.
|
||||
We also want to get rid of the console window, which pops up when starting a
|
||||
program with main() (instead of WinMain). This is done by the second pragma.
|
||||
We could also use the WinMain method, though losing platform independence then.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
/*
|
||||
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>
|
||||
|
||||
/*
|
||||
That header just adds the getExampleMediaPath tool-functions to help locating
|
||||
the media we need. More about that later below.
|
||||
*/
|
||||
#include "exampleHelper.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.
|
||||
Note that you never should do that in headers - otherwise you will pollute the
|
||||
namespace of every file including such a header. So in headers always write
|
||||
out the full names including all namespaces.
|
||||
*/
|
||||
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;
|
||||
|
||||
/*
|
||||
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 the
|
||||
following parameters:
|
||||
|
||||
- driverType: Type of the video driver. This can currently be the Null-device,
|
||||
one of the two software renderers, D3D9, or OpenGL. In this
|
||||
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
|
||||
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
|
||||
Generally you will want to use OpenGL or Direct3D as they are
|
||||
using your graphic card for calculations instead of the CPU and
|
||||
are way faster (and usually better looking). We just use one of the
|
||||
software renderers here as it even works when your graphic card driver
|
||||
isn't set up for 3d support.
|
||||
|
||||
- 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. More
|
||||
commonly you would chose 32 bit, again we're just playing it safe.
|
||||
|
||||
- fullscreen: Specifies if we want the device to run in fullscreen mode
|
||||
or windowed.
|
||||
|
||||
- stencilbuffer: Specifies if we want to use the stencil buffer (you
|
||||
need it 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_BURNINGSVIDEO, 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 Irrlicht with the burnings software renderer!",
|
||||
rect<s32>(10,10,260,22), true);
|
||||
|
||||
/*
|
||||
Get a media path dedicated for your platform. Finding media files for your
|
||||
applications can be tricky. First you have 2 options - working with relative
|
||||
paths or working with absolute paths.
|
||||
|
||||
On Windows a common solution is that your installer will write a key into
|
||||
the registry with the absolute path of wherever the user installed the
|
||||
media. And in your application you read out that key from the registry.
|
||||
On Linux a common solution is to use config file which is placed in some
|
||||
fixed location (for example in a . file/folder in the user home).
|
||||
|
||||
But you can also work with relative paths - which is what we do here. There
|
||||
is a slight complication with relative paths as they are relative to your
|
||||
current working directory. And that depends on the way your application is
|
||||
started and it might change inside your application. But mostly it will be
|
||||
set to your executable on start so you can ignore that problem while
|
||||
developing.
|
||||
|
||||
When inside VisualStudio the current working directory is set to your
|
||||
project files location unless you overwrite Project properties - Debugging
|
||||
- Working Directory. In Irrlicht examples the media folder is on most
|
||||
platforms ../../media which works for the examples as it's relative to our
|
||||
project files as well as to the binary (.exe) files.
|
||||
|
||||
Whatever you chose to find your base-folder for media - wrap it with some
|
||||
function and then you can improve the code to locate the media later on.
|
||||
*/
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To show something interesting, we load a Quake 2 model and display it.
|
||||
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode(). 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 modeled by Brian Collins.
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "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(mediaPath + "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 on your OS).
|
||||
*/
|
||||
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(ECBF_COLOR | ECBF_DEPTH, 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.
|
||||
**/
|
394
examples/01.HelloWorld/tutorial.html
Normal file
394
examples/01.HelloWorld/tutorial.html
Normal file
@ -0,0 +1,394 @@
|
||||
<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 <irrlicht.h>, 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 -> 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"> <img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
|
||||
<br>
|
||||
|
||||
</div>
|
||||
</li>
|
||||
<li>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 \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> </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 <irrlicht.h></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, "Irrlicht.lib")</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<s32>(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->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");</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->getVideoDriver(),
|
||||
device->getSceneManager(), and device->getGUIEnvironment().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IVideoDriver* driver = device->getVideoDriver();<br>ISceneManager* smgr = device->getSceneManager();<br>IGUIEnvironment* guienv = device->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->addStaticText(L"Hello World! This is the Irrlicht Software engine!",<br> rect<s32>(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->getMesh("../../media/sydney.md2");<br>IAnimatedMeshSceneNode* node = smgr->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->setMaterialFlag(EMF_LIGHTING, false);<br> node->setFrameLoop(0, 310); <br> node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );<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->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->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->beginScene(true, true, SColor(255,100,101,140));<br>
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();</pre>
|
||||
<pre> driver->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 ->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->drop();<br> return 0;
|
||||
}</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and run. </p>
|
||||
<p> </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> </p>
|
||||
</body>
|
||||
</html>
|
Reference in New Issue
Block a user