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GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
182 lines
11 KiB
HTML
182 lines
11 KiB
HTML
<html>
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<head>
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<title>Irrlicht Engine Tutorial</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<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>
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<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
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<b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td>
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</tr>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2"> <div align="left">
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<p>This Tutorial shows how to load a Quake 3 map into the engine, create
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a SceneNode for optimizing the speed of rendering and how to create
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a user controlled camera. Please note that you should know the basics
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of the engine before starting this tutorial, just take a short look
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at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
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The result of this example will look like this:</p>
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<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br>
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</p>
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</div></td>
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</tr>
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</table>
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<br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<tr>
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<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
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<font color="#FFFFFF"><b>Lets start!</b></font></td>
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</tr>
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<tr>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<p>Lets start like the HelloWorld example: We include the irrlicht header
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files and an additional file to be able<br>
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to ask the user for a driver type using the console.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td>
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</tr>
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</table>
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<p>As already written in the HelloWorld example, in the Irrlicht Engine,
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everything can be found in the namespace 'irr'. To get rid of the irr::
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in front of the name of every class, we tell the compiler that we use
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that namespace from now on, and we will not have to write that 'irr::'.<br>
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There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
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'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
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for these 5 other namespaces because in this way you will see what can
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be found in which namespace. But if you like, you can also include the
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namespaces like in the previous example. Code just like you want to.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>using namespace irr;</pre> </td>
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</tr>
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</table>
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<p>Again, to be able to use the Irrlicht.DLL file, we need to link with
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the Irrlicht.lib. We could set this option in the project settings,
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but to make it easy, we use a pragma comment lib:</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
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</tr>
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</table>
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</div>
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<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
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because its shorter to write.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>int main()<br>{</pre> </td>
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</tr>
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</table>
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<p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
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The difference now is that we ask the user to select which hardware accelerated
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driver to use. The Software device would be too slow to draw a huge Quake
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3 map, but just for the fun of it, we make this decision possible too.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br>
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char i;<br>std::cin >> 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><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
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</tr>
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</table>
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<p>Get a pointer to the video driver and the SceneManager so that we do
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not always have to write device->getVideoDriver() and device->getSceneManager().</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();</pre> </td>
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</tr>
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</table>
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<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
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packed into .pk3 files wich are nothing other than .zip files. So we add
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the .pk3 file to our FileSystem. After it was added, we are able to read
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from the files in that archive as they would directly be stored on disk.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td>
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</tr>
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</table>
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<p>Now we can load the mesh by calling getMesh(). We get a pointer returned
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to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
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they are only a huge chunk of static geometry with some materials attached.
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Hence the IAnimated mesh consists of only one frame,<br>
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so we get the "first frame" of the "animation", which
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is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
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The OctTree optimizes the scene a little bit, trying to draw only geometry
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which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
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which would draw always the complete geometry of the mesh, without optimization.
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Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
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and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
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method in the IVideoDriver class). Note that this optimization with the
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Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0;
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if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td>
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</tr>
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</table>
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<p>Because the level was modelled not around the origin (0,0,0), we translate
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the whole level a little bit.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
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</tr>
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</table>
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<p>Now we only need a Camera to look at the Quake 3 map. And we want to
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create a user controlled camera. There are some different cameras available
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in the Irrlicht engine. For example the Maya Camera which can be controlled
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compareable to the camera in Maya: Rotate with left mouse button pressed,
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Zoom with both buttons pressed,<br>
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translate with right mouse button pressed. This could be created with
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addCameraSceneNodeMaya(). But for this example, we want to create a camera
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which behaves like the ones in first person shooter games (FPS):</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td>
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</tr>
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</table>
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<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>device->getCursorControl()->setVisible(false);</pre> </td>
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</tr>
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</table>
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<p>We have done everything, so lets draw it. We also write the current frames
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per second and the drawn primitives to the caption of the window. The
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'if (device->isWindowActive())' line is optional, but prevents the
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engine render to set the position of the mouse cursor after task switching
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when other program are active.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre>int lastFPS = -1;</pre>
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<pre>while(device->run())
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{
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driver->beginScene(true, true, video::SColor(0,200,200,200));
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smgr->drawAll();
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driver->endScene();</pre>
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<pre> int fps = driver->getFPS();</pre>
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<pre> if (lastFPS != fps)
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{
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core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;
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}
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}</pre> </td>
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</tr>
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</table>
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<p>In the end, delete the Irrlicht device.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<tr>
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<td> <pre> device->drop();<br> return 0;<br>}</pre> </td>
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</tr>
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</table>
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<p>That's it. Compile and play around with the program. </p></td>
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</tr>
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</table>
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<p> </p>
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<p> </p>
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</body>
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</html>
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