#include #include "exampleHelper.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; // It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function. void irrlicht_main() { IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d(0, 0), 16, false, false, false, 0); if (!device) return; device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect(10,10,260,22), true); const io::path mediaPath = getExampleMediaPath(); IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2"); if (!mesh) { device->drop(); return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") ); } smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); while (device->run()) if (device->isWindowActive()) { driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } device->drop(); }