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authorMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
committerMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
commit71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch)
tree391064cc6173a6fe75069af2fdc1978af12f623e /examples/02.Quake3Map
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Diffstat (limited to 'examples/02.Quake3Map')
-rw-r--r--examples/02.Quake3Map/Makefile40
-rw-r--r--examples/02.Quake3Map/Quake3Map.cbp55
-rw-r--r--examples/02.Quake3Map/Quake3Map.dev59
-rw-r--r--examples/02.Quake3Map/Quake3Map.vcproj162
-rw-r--r--examples/02.Quake3Map/Quake3Map_vc10.vcxproj235
-rw-r--r--examples/02.Quake3Map/Quake3Map_vc11.vcxproj235
-rw-r--r--examples/02.Quake3Map/Quake3Map_vc12.vcxproj235
-rw-r--r--examples/02.Quake3Map/Quake3Map_vc8.vcproj231
-rw-r--r--examples/02.Quake3Map/Quake3Map_vc9.vcproj230
-rw-r--r--examples/02.Quake3Map/main.cpp206
-rw-r--r--examples/02.Quake3Map/tutorial.html208
11 files changed, 1896 insertions, 0 deletions
diff --git a/examples/02.Quake3Map/Makefile b/examples/02.Quake3Map/Makefile
new file mode 100644
index 0000000..09953cf
--- /dev/null
+++ b/examples/02.Quake3Map/Makefile
@@ -0,0 +1,40 @@
+# 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 = 02.Quake3Map
+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
+static_win32: LDFLAGS += -lgdi32 -lopengl32 -ld3dx9d -lwinmm -lm
+static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
+static_win32 all_win32 clean_win32: SYSTEM=Win32-gcc
+static_win32 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 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 clean clean_linux clean_win32 static_win32
diff --git a/examples/02.Quake3Map/Quake3Map.cbp b/examples/02.Quake3Map/Quake3Map.cbp
new file mode 100644
index 0000000..c0ad582
--- /dev/null
+++ b/examples/02.Quake3Map/Quake3Map.cbp
@@ -0,0 +1,55 @@
+<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
+<CodeBlocks_project_file>
+ <FileVersion major="1" minor="6" />
+ <Project>
+ <Option title="Irrlicht Example 02 Quake Map" />
+ <Option pch_mode="0" />
+ <Option compiler="gcc" />
+ <Build>
+ <Target title="Linux">
+ <Option platforms="Unix;" />
+ <Option output="../../bin/Linux/QuakeMap" 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/Quake3Map" 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>
+</CodeBlocks_project_file>
diff --git a/examples/02.Quake3Map/Quake3Map.dev b/examples/02.Quake3Map/Quake3Map.dev
new file mode 100644
index 0000000..3e0a69e
--- /dev/null
+++ b/examples/02.Quake3Map/Quake3Map.dev
@@ -0,0 +1,59 @@
+[Project]
+FileName=example.dev
+Name=Irrlicht Example 02 Quake3Map
+UnitCount=1
+Type=1
+Ver=1
+ObjFiles=
+Includes=..\..\include
+Libs=
+PrivateResource=
+ResourceIncludes=
+MakeIncludes=
+Compiler=
+CppCompiler=
+Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
+IsCpp=1
+Icon=
+ExeOutput=../../bin/Win32-gcc
+ObjectOutput=obj
+OverrideOutput=1
+OverrideOutputName=02.Quake3Map.exe
+HostApplication=
+Folders=
+CommandLine=
+IncludeVersionInfo=0
+SupportXPThemes=0
+CompilerSet=0
+CompilerSettings=0000000000000000000000
+UseCustomMakefile=0
+CustomMakefile=
+
+[Unit1]
+FileName=main.cpp
+CompileCpp=1
+Folder=Projekt1
+Compile=1
+Link=1
+Priority=1000
+OverrideBuildCmd=0
+BuildCmd=
+
+[VersionInfo]
+Major=0
+Minor=1
+Release=1
+Build=1
+LanguageID=1033
+CharsetID=1252
+CompanyName=
+FileVersion=
+FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
+InternalName=
+LegalCopyright=
+LegalTrademarks=
+OriginalFilename=
+ProductName=
+ProductVersion=
+AutoIncBuildNr=0
+
diff --git a/examples/02.Quake3Map/Quake3Map.vcproj b/examples/02.Quake3Map/Quake3Map.vcproj
new file mode 100644
index 0000000..4416fbb
--- /dev/null
+++ b/examples/02.Quake3Map/Quake3Map.vcproj
@@ -0,0 +1,162 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="7.10"
+ Name="02.Quake3Map"
+ SccProjectName=""
+ SccLocalPath="">
+ <Platforms>
+ <Platform
+ Name="Win32"/>
+ </Platforms>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory=".\Debug"
+ IntermediateDirectory=".\Debug"
+ ConfigurationType="1"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="FALSE"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="5"
+ UsePrecompiledHeader="2"
+ PrecompiledHeaderFile=".\Debug/Quake3Map.pch"
+ AssemblerListingLocation=".\Debug/"
+ ObjectFile=".\Debug/"
+ ProgramDataBaseFileName=".\Debug/"
+ WarningLevel="3"
+ SuppressStartupBanner="TRUE"
+ DebugInformationFormat="4"
+ CompileAs="0"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="TRUE"
+ ProgramDatabaseFile=".\Debug/Quake3Map.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Debug/Quake3Map.tlb"
+ HeaderFileName=""/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="_DEBUG"
+ Culture="3079"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory=".\Release"
+ IntermediateDirectory=".\Release"
+ ConfigurationType="1"
+ UseOfMFC="0"
+ ATLMinimizesCRunTimeLibraryUsage="FALSE"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ InlineFunctionExpansion="1"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
+ StringPooling="TRUE"
+ RuntimeLibrary="4"
+ EnableFunctionLevelLinking="TRUE"
+ UsePrecompiledHeader="2"
+ PrecompiledHeaderFile=".\Release/Quake3Map.pch"
+ AssemblerListingLocation=".\Release/"
+ ObjectFile=".\Release/"
+ ProgramDataBaseFileName=".\Release/"
+ WarningLevel="3"
+ SuppressStartupBanner="TRUE"
+ CompileAs="0"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ ProgramDatabaseFile=".\Release/Quake3Map.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"
+ TypeLibraryName=".\Release/Quake3Map.tlb"
+ HeaderFileName=""/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"
+ PreprocessorDefinitions="NDEBUG"
+ Culture="3079"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath="main.cpp">
+ <FileConfiguration
+ Name="Debug|Win32">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""
+ BasicRuntimeChecks="3"/>
+ </FileConfiguration>
+ <FileConfiguration
+ Name="Release|Win32">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="2"
+ AdditionalIncludeDirectories=""
+ PreprocessorDefinitions=""/>
+ </FileConfiguration>
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/02.Quake3Map/Quake3Map_vc10.vcxproj b/examples/02.Quake3Map/Quake3Map_vc10.vcxproj
new file mode 100644
index 0000000..f45673a
--- /dev/null
+++ b/examples/02.Quake3Map/Quake3Map_vc10.vcxproj
@@ -0,0 +1,235 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectName>02.Quake3Map</ProjectName>
+ <ProjectGuid>{D1A464A2-D479-458C-98A2-60965D823CD1}</ProjectGuid>
+ <RootNamespace>Quake3Map</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseOfMfc>false</UseOfMfc>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup>
+ <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
+ <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
+ <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
+ <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
+ <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
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+ <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Midl>
+ <TypeLibraryName>.\Debug/Quake3Map.tlb</TypeLibraryName>
+ <HeaderFileName>
+ </HeaderFileName>
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+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
+ </ClCompile>
+ <ResourceCompile>
+ <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <Culture>0x0c07</Culture>
+ </ResourceCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win32-VisualStudio\02.Quake3Map.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+ <TypeLibraryName>.\Debug/Quake3Map.tlb</TypeLibraryName>
+ <HeaderFileName>
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+ </Midl>
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <ResourceCompile>
+ <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <Culture>0x0c07</Culture>
+ </ResourceCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win64-VisualStudio\02.Quake3Map.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Midl>
+ <TypeLibraryName>.\Release/Quake3Map.tlb</TypeLibraryName>
+ <HeaderFileName>
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+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
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+ <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <Culture>0x0c07</Culture>
+ </ResourceCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win32-VisualStudio\02.Quake3Map.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <Midl>
+ <TypeLibraryName>.\Release/Quake3Map.tlb</TypeLibraryName>
+ <HeaderFileName>
+ </HeaderFileName>
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+ <ClCompile>
+ <Optimization>MaxSpeed</Optimization>
+ <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <StringPooling>true</StringPooling>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
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+ <ResourceCompile>
+ <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <Culture>0x0c07</Culture>
+ </ResourceCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win64-VisualStudio\02.Quake3Map.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ <DataExecutionPrevention>
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+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
+ <Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
+ <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
+ <BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
+ <Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
+ <Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
+ <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ </ClCompile>
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/examples/02.Quake3Map/Quake3Map_vc11.vcxproj b/examples/02.Quake3Map/Quake3Map_vc11.vcxproj
new file mode 100644
index 0000000..f45673a
--- /dev/null
+++ b/examples/02.Quake3Map/Quake3Map_vc11.vcxproj
@@ -0,0 +1,235 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
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diff --git a/examples/02.Quake3Map/main.cpp b/examples/02.Quake3Map/main.cpp
new file mode 100644
index 0000000..fc7461f
--- /dev/null
+++ b/examples/02.Quake3Map/main.cpp
@@ -0,0 +1,206 @@
+/** Example 002 Quake3Map
+
+This Tutorial shows how to load a Quake 3 map into the engine, create a
+SceneNode for optimizing the speed of rendering, and how to create a user
+controlled camera.
+
+Please note that you should know the basics of the engine before starting this
+tutorial. Just take a short look at the first tutorial, if you haven't done
+this yet: http://irrlicht.sourceforge.net/tut001.html
+
+Lets start like the HelloWorld example: We include the irrlicht header files
+and an additional file to be able to ask the user for a driver type using the
+console.
+*/
+#include <irrlicht.h>
+#include <iostream>
+
+/*
+As already written in the HelloWorld example, in the Irrlicht Engine everything
+can be found in the namespace 'irr'. 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 that 'irr::'. There are 5 other sub
+namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
+example, we do not call 'using namespace' for these 5 other namespaces, because
+in this way you will see what can be found in which namespace. But if you like,
+you can also include the namespaces like in the previous example.
+*/
+using namespace irr;
+
+/*
+Again, 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:
+*/
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+/*
+Ok, lets start. Again, we use the main() method as start, not the WinMain().
+*/
+int main()
+{
+ /*
+ Like in the HelloWorld example, we create an IrrlichtDevice with
+ createDevice(). The difference now is that we ask the user to select
+ which video driver to use. The Software device might be
+ too slow to draw a huge Quake 3 map, but just for the fun of it, we make
+ this decision possible, too.
+ Instead of copying this whole code into your app, you can simply include
+ driverChoice.h from Irrlicht's include directory. The function
+ driverChoiceConsole does exactly the same.
+ */
+
+ // ask user for driver
+
+ video::E_DRIVER_TYPE driverType;
+
+ printf("Please select the driver you want for this example:\n"\
+ " (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n"\
+ " (d) Burning's Software Renderer\n (e) Software Renderer\n"\
+ " (f) NullDevice\n (otherKey) exit\n\n");
+
+ char i;
+ std::cin >> i;
+
+ switch(i)
+ {
+ case 'a': driverType = video::EDT_OPENGL; break;
+ case 'b': driverType = video::EDT_DIRECT3D9;break;
+ case 'c': driverType = video::EDT_DIRECT3D8;break;
+ case 'd': driverType = video::EDT_BURNINGSVIDEO;break;
+ case 'e': driverType = video::EDT_SOFTWARE; break;
+ case 'f': driverType = video::EDT_NULL; break;
+ default: return 1;
+ }
+
+ // create device and exit if creation failed
+
+ IrrlichtDevice *device =
+ createDevice(driverType, core::dimension2d<u32>(640, 480));
+
+ if (device == 0)
+ return 1; // could not create selected driver.
+
+ /*
+ Get a pointer to the video driver and the SceneManager so that
+ we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
+ irr::IrrlichtDevice::getSceneManager().
+ */
+ video::IVideoDriver* driver = device->getVideoDriver();
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ /*
+ To display the Quake 3 map, we first need to load it. Quake 3 maps
+ are packed into .pk3 files which are nothing else than .zip files.
+ So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
+ we are able to read from the files in that archive as if they are
+ directly stored on the disk.
+ */
+ device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
+
+ /*
+ Now we can load the mesh by calling
+ irr::scene::ISceneManager::getMesh(). We get a pointer returned to an
+ irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not
+ really animated, they are only a huge chunk of static geometry with
+ some materials attached. Hence the IAnimatedMesh consists of only one
+ frame, so we get the "first frame" of the "animation", which is our
+ quake level and create an Octree scene node with it, using
+ irr::scene::ISceneManager::addOctreeSceneNode().
+ The Octree optimizes the scene a little bit, trying to draw only geometry
+ which is currently visible. An alternative to the Octree would be a
+ irr::scene::IMeshSceneNode, which would always draw the complete
+ geometry of the mesh, without optimization. Try it: Use
+ irr::scene::ISceneManager::addMeshSceneNode() instead of
+ addOctreeSceneNode() and compare the primitives drawn by the video
+ driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
+ method in the irr::video::IVideoDriver class). Note that this
+ optimization with the Octree is only useful when drawing huge meshes
+ consisting of lots of geometry.
+ */
+ scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
+ scene::ISceneNode* node = 0;
+
+ if (mesh)
+ node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
+// node = smgr->addMeshSceneNode(mesh->getMesh(0));
+
+ /*
+ Because the level was not modelled around the origin (0,0,0), we
+ translate the whole level a little bit. This is done on
+ irr::scene::ISceneNode level using the methods
+ irr::scene::ISceneNode::setPosition() (in this case),
+ irr::scene::ISceneNode::setRotation(), and
+ irr::scene::ISceneNode::setScale().
+ */
+ if (node)
+ node->setPosition(core::vector3df(-1300,-144,-1249));
+
+ /*
+ Now we only need a camera to look at the Quake 3 map.
+ We want to create a user controlled camera. There are some
+ cameras available in the Irrlicht engine. For example the
+ MayaCamera which can be controlled like the camera in Maya:
+ Rotate with left mouse button pressed, Zoom with both buttons pressed,
+ translate with right mouse button pressed. This could be created with
+ irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
+ example, we want to create a camera which behaves like the ones in
+ first person shooter games (FPS) and hence use
+ irr::scene::ISceneManager::addCameraSceneNodeFPS().
+ */
+ smgr->addCameraSceneNodeFPS();
+
+ /*
+ The mouse cursor needs not be visible, so we hide it via the
+ irr::IrrlichtDevice::ICursorControl.
+ */
+ device->getCursorControl()->setVisible(false);
+
+ /*
+ We have done everything, so lets draw it. We also write the current
+ frames per second and the primitives drawn into the caption of the
+ window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
+ but prevents the engine to grab the mouse cursor after task switching
+ when other programs are active. The call to
+ irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU
+ cycles when the window is not active.
+ */
+ int lastFPS = -1;
+
+ while(device->run())
+ {
+ if (device->isWindowActive())
+ {
+ driver->beginScene(true, true, video::SColor(255,200,200,200));
+ smgr->drawAll();
+ driver->endScene();
+
+ int fps = driver->getFPS();
+
+ if (lastFPS != fps)
+ {
+ core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
+ str += driver->getName();
+ str += "] FPS:";
+ str += fps;
+
+ device->setWindowCaption(str.c_str());
+ lastFPS = fps;
+ }
+ }
+ else
+ device->yield();
+ }
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+ return 0;
+}
+
+/*
+That's it. Compile and play around with the program.
+**/
diff --git a/examples/02.Quake3Map/tutorial.html b/examples/02.Quake3Map/tutorial.html
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index 0000000..550bac3
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+<img src="../../media/002shot.jpg" alt="002shot.jpg"/>
+</div>
+ <p>This Tutorial shows how to load a Quake 3 map into the engine, create a SceneNode for optimizing the speed of rendering, and how to create a user controlled camera.</p>
+<p>Please note that you should know the basics of the engine before starting this tutorial. Just take a short look at the first tutorial, if you haven't done this yet: <a href="http://irrlicht.sourceforge.net/tut001.html">http://irrlicht.sourceforge.net/tut001.html</a></p>
+<p>Lets start like the HelloWorld example: We include the irrlicht header files and an additional file to be able to ask the user for a driver type using the console. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &lt;iostream&gt;</span></div></div><!-- fragment --><p> As already written in the HelloWorld example, in the Irrlicht Engine everything can be found in the namespace 'irr'. 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 that 'irr::'. There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld example, we do not call 'using namespace' for these 5 other namespaces, because in this way you will see what can be found in which namespace. But if you like, you can also include the namespaces like in the previous example. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> Again, 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: </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> Ok, lets start. Again, we use the main() method as start, not the WinMain(). </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). The difference now is that we ask the user to select which video driver to use. The Software device might be too slow to draw a huge Quake 3 map, but just for the fun of it, we make this decision possible, too. Instead of copying this whole code into your app, you can simply include driverChoice.h from Irrlicht's include directory. The function driverChoiceConsole does exactly the same. </p><div class="fragment"><div class="line"><span class="comment">// ask user for driver</span></div><div class="line"></div><div class="line">video::E_DRIVER_TYPE driverType;</div><div class="line"></div><div class="line">printf(<span class="stringliteral">&quot;Please select the driver you want for this example:\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (a) OpenGL 1.5\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (d) Burning&#39;s Software Renderer\n (e) Software Renderer\n&quot;</span>\</div><div class="line"> <span class="stringliteral">&quot; (f) NullDevice\n (otherKey) exit\n\n&quot;</span>);</div><div class="line"></div><div class="line"><span class="keywordtype">char</span> i;</div><div class="line">std::cin &gt;&gt; i;</div><div class="line"></div><div class="line"><span class="keywordflow">switch</span>(i)</div><div class="line">{</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;a&#39;</span>: driverType = video::EDT_OPENGL; <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;b&#39;</span>: driverType = video::EDT_DIRECT3D9;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;c&#39;</span>: driverType = video::EDT_DIRECT3D8;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;d&#39;</span>: driverType = video::EDT_BURNINGSVIDEO;<span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;e&#39;</span>: driverType = video::EDT_SOFTWARE; <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">case</span> <span class="charliteral">&#39;f&#39;</span>: driverType = video::EDT_NULL; <span class="keywordflow">break</span>;</div><div class="line"> <span class="keywordflow">default</span>: <span class="keywordflow">return</span> 1;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// create device and exit if creation failed</span></div><div class="line"></div><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice(driverType, core::dimension2d&lt;u32&gt;(640, 480));</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div></div><!-- fragment --><p> Get a pointer to the video driver and the SceneManager so that we do not always have to call irr::IrrlichtDevice::getVideoDriver() and irr::IrrlichtDevice::getSceneManager(). </p><div class="fragment"><div class="line">video::IVideoDriver* driver = device-&gt;getVideoDriver();</div><div class="line">scene::ISceneManager* smgr = device-&gt;getSceneManager();</div></div><!-- fragment --><p> To display the Quake 3 map, we first need to load it. Quake 3 maps are packed into .pk3 files which are nothing else than .zip files. So we add the .pk3 file to our irr::io::IFileSystem. After it was added, we are able to read from the files in that archive as if they are directly stored on the disk. </p><div class="fragment"><div class="line">device-&gt;getFileSystem()-&gt;addFileArchive(<span class="stringliteral">&quot;../../media/map-20kdm2.pk3&quot;</span>);</div></div><!-- fragment --><p> Now we can load the mesh by calling irr::scene::ISceneManager::getMesh(). We get a pointer returned to an irr::scene::IAnimatedMesh. As you might know, Quake 3 maps are not really animated, they are only a huge chunk of static geometry with some materials attached. Hence the IAnimatedMesh consists of only one frame, so we get the "first frame" of the "animation", which is our quake level and create an Octree scene node with it, using irr::scene::ISceneManager::addOctreeSceneNode(). The Octree optimizes the scene a little bit, trying to draw only geometry which is currently visible. An alternative to the Octree would be a irr::scene::IMeshSceneNode, which would always draw the complete geometry of the mesh, without optimization. Try it: Use irr::scene::ISceneManager::addMeshSceneNode() instead of addOctreeSceneNode() and compare the primitives drawn by the video driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn() method in the irr::video::IVideoDriver class). Note that this optimization with the Octree is only useful when drawing huge meshes consisting of lots of geometry. </p><div class="fragment"><div class="line"> scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(<span class="stringliteral">&quot;20kdm2.bsp&quot;</span>);</div><div class="line"> scene::ISceneNode* node = 0;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (mesh)</div><div class="line"> node = smgr-&gt;addOctreeSceneNode(mesh-&gt;getMesh(0), 0, -1, 1024);</div><div class="line"><span class="comment">// node = smgr-&gt;addMeshSceneNode(mesh-&gt;getMesh(0));</span></div></div><!-- fragment --><p> Because the level was not modelled around the origin (0,0,0), we translate the whole level a little bit. This is done on irr::scene::ISceneNode level using the methods irr::scene::ISceneNode::setPosition() (in this case), irr::scene::ISceneNode::setRotation(), and irr::scene::ISceneNode::setScale(). </p><div class="fragment"><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line"> node-&gt;setPosition(core::vector3df(-1300,-144,-1249));</div></div><!-- fragment --><p> Now we only need a camera to look at the Quake 3 map. We want to create a user controlled camera. There are some cameras available in the Irrlicht engine. For example the MayaCamera which can be controlled like the camera in Maya: Rotate with left mouse button pressed, Zoom with both buttons pressed, translate with right mouse button pressed. This could be created with irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this example, we want to create a camera which behaves like the ones in first person shooter games (FPS) and hence use irr::scene::ISceneManager::addCameraSceneNodeFPS(). </p><div class="fragment"><div class="line">smgr-&gt;addCameraSceneNodeFPS();</div></div><!-- fragment --><p> The mouse cursor needs not be visible, so we hide it via the irr::IrrlichtDevice::ICursorControl. </p><div class="fragment"><div class="line">device-&gt;getCursorControl()-&gt;setVisible(<span class="keyword">false</span>);</div></div><!-- fragment --><p> We have done everything, so lets draw it. We also write the current frames per second and the primitives drawn into the caption of the window. The test for irr::IrrlichtDevice::isWindowActive() is optional, but prevents the engine to grab the mouse cursor after task switching when other programs are active. The call to irr::IrrlichtDevice::yield() will avoid the busy loop to eat up all CPU cycles when the window is not active. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> lastFPS = -1;</div><div class="line"></div><div class="line"><span class="keywordflow">while</span>(device-&gt;run())</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (device-&gt;isWindowActive())</div><div class="line"> {</div><div class="line"> driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, video::SColor(255,200,200,200));</div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> driver-&gt;endScene();</div><div class="line"></div><div class="line"> <span class="keywordtype">int</span> fps = driver-&gt;getFPS();</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (lastFPS != fps)</div><div class="line"> {</div><div class="line"> core::stringw str = L<span class="stringliteral">&quot;Irrlicht Engine - Quake 3 Map example [&quot;</span>;</div><div class="line"> str += driver-&gt;getName();</div><div class="line"> str += <span class="stringliteral">&quot;] FPS:&quot;</span>;</div><div class="line"> str += fps;</div><div class="line"></div><div class="line"> device-&gt;setWindowCaption(str.c_str());</div><div class="line"> lastFPS = fps;</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> device-&gt;yield();</div><div class="line">}</div></div><!-- fragment --><p> In the end, delete the Irrlicht device. </p><div class="fragment"><div class="line"> device-&gt;drop();</div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and play around with the program. </p>
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