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-rw-r--r--examples/18.SplitScreen/Makefile38
-rw-r--r--examples/18.SplitScreen/SplitScreen.cbp55
-rw-r--r--examples/18.SplitScreen/SplitScreen.dev59
-rw-r--r--examples/18.SplitScreen/SplitScreen.vcproj132
-rw-r--r--examples/18.SplitScreen/SplitScreen_vc10.vcxproj194
-rw-r--r--examples/18.SplitScreen/SplitScreen_vc11.vcxproj194
-rw-r--r--examples/18.SplitScreen/SplitScreen_vc12.vcxproj194
-rw-r--r--examples/18.SplitScreen/SplitScreen_vc8.vcproj189
-rw-r--r--examples/18.SplitScreen/SplitScreen_vc9.vcproj188
-rw-r--r--examples/18.SplitScreen/main.cpp244
-rw-r--r--examples/18.SplitScreen/tutorial.html236
11 files changed, 1723 insertions, 0 deletions
diff --git a/examples/18.SplitScreen/Makefile b/examples/18.SplitScreen/Makefile
new file mode 100644
index 0000000..5ad6913
--- /dev/null
+++ b/examples/18.SplitScreen/Makefile
@@ -0,0 +1,38 @@
+# 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 = 18.SplitScreen
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
+
+all_linux all_win32:
+ $(warning Building...)
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
+
+clean: clean_linux clean_win32
+ $(warning Cleaning...)
+
+clean_linux clean_win32:
+ @$(RM) $(DESTPATH)
+
+.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/examples/18.SplitScreen/SplitScreen.cbp b/examples/18.SplitScreen/SplitScreen.cbp
new file mode 100644
index 0000000..e1574a6
--- /dev/null
+++ b/examples/18.SplitScreen/SplitScreen.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 18 Split Screen" />
+ <Option pch_mode="0" />
+ <Option compiler="gcc" />
+ <Build>
+ <Target title="Windows">
+ <Option platforms="Windows;" />
+ <Option output="../../bin/Win32-gcc/SplitScreen" prefix_auto="0" extension_auto="1" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Option projectResourceIncludeDirsRelation="1" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add directory="../../lib/Win32-gcc" />
+ </Linker>
+ </Target>
+ <Target title="Linux">
+ <Option platforms="Unix;" />
+ <Option output="../../bin/Linux/SplitScreen" prefix_auto="0" extension_auto="0" />
+ <Option type="1" />
+ <Option compiler="gcc" />
+ <Compiler>
+ <Add option="-g" />
+ </Compiler>
+ <Linker>
+ <Add library="Xxf86vm" />
+ <Add library="X11" />
+ <Add library="GL" />
+ <Add directory="../../lib/Linux" />
+ </Linker>
+ </Target>
+ </Build>
+ <VirtualTargets>
+ <Add alias="All" targets="Windows;Linux;" />
+ </VirtualTargets>
+ <Compiler>
+ <Add option="-g" />
+ <Add directory="../../include" />
+ </Compiler>
+ <Linker>
+ <Add library="Irrlicht" />
+ </Linker>
+ <Unit filename="main.cpp" />
+ <Extensions>
+ <code_completion />
+ <debugger />
+ <envvars />
+ </Extensions>
+ </Project>
+</CodeBlocks_project_file>
diff --git a/examples/18.SplitScreen/SplitScreen.dev b/examples/18.SplitScreen/SplitScreen.dev
new file mode 100644
index 0000000..cd843c6
--- /dev/null
+++ b/examples/18.SplitScreen/SplitScreen.dev
@@ -0,0 +1,59 @@
+[Project]
+FileName=example.dev
+Name=Irrlicht Example 18 SplitScreen
+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=18.SplitScreen.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/18.SplitScreen/SplitScreen.vcproj b/examples/18.SplitScreen/SplitScreen.vcproj
new file mode 100644
index 0000000..46cb6b7
--- /dev/null
+++ b/examples/18.SplitScreen/SplitScreen.vcproj
@@ -0,0 +1,132 @@
+<?xml version="1.0" encoding="Windows-1252"?>
+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="7.10"
+ Name="18.SplitScreen"
+ ProjectGUID="{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}"
+ Keyword="Win32Proj">
+ <Platforms>
+ <Platform
+ Name="Win32"/>
+ </Platforms>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="Debug"
+ IntermediateDirectory="Debug"
+ ConfigurationType="1"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
+ MinimalRebuild="TRUE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="5"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="TRUE"
+ DebugInformationFormat="4"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\18.SplitScreen.exe"
+ LinkIncremental="0"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="TRUE"
+ ProgramDatabaseFile="$(OutDir)/SplitScreen.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"/>
+ <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"
+ CharacterSet="2"
+ WholeProgramOptimization="TRUE">
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalOptions="/QIfist /Oa"
+ Optimization="3"
+ GlobalOptimizations="TRUE"
+ InlineFunctionExpansion="2"
+ EnableIntrinsicFunctions="TRUE"
+ FavorSizeOrSpeed="1"
+ OmitFramePointers="TRUE"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
+ RuntimeLibrary="4"
+ BufferSecurityCheck="FALSE"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="TRUE"
+ DebugInformationFormat="0"
+ CallingConvention="1"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\18.SplitScreen.exe"
+ LinkIncremental="0"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="FALSE"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\main.cpp">
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
diff --git a/examples/18.SplitScreen/SplitScreen_vc10.vcxproj b/examples/18.SplitScreen/SplitScreen_vc10.vcxproj
new file mode 100644
index 0000000..e4707c5
--- /dev/null
+++ b/examples/18.SplitScreen/SplitScreen_vc10.vcxproj
@@ -0,0 +1,194 @@
+<?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>18.SplitScreen</ProjectName>
+ <ProjectGuid>{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}</ProjectGuid>
+ <RootNamespace>18.SplitScreen</RootNamespace>
+ <Keyword>Win32Proj</Keyword>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(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="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup>
+ <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
+ <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
+ <OutDir Condition="'$(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)|$(Platform)'=='Debug|x64'" />
+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
+ <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
+ <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
+ <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
+ <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
+ <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <MinimalRebuild>true</MinimalRebuild>
+ <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
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+ <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win32-VisualStudio\18.SplitScreen.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(OutDir)SplitScreen.pdb</ProgramDatabaseFile>
+ <SubSystem>Console</SubSystem>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+ </ClCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win64-VisualStudio\18.SplitScreen.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <ProgramDatabaseFile>$(OutDir)SplitScreen.pdb</ProgramDatabaseFile>
+ <SubSystem>Console</SubSystem>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <DebugInformationFormat>
+ </DebugInformationFormat>
+ <CallingConvention>Cdecl</CallingConvention>
+ </ClCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win32-VisualStudio\18.SplitScreen.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>false</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
+ <AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PrecompiledHeader>
+ </PrecompiledHeader>
+ <WarningLevel>Level3</WarningLevel>
+ <DebugInformationFormat>
+ </DebugInformationFormat>
+ <CallingConvention>Cdecl</CallingConvention>
+ </ClCompile>
+ <Link>
+ <OutputFile>..\..\bin\Win64-VisualStudio\18.SplitScreen.exe</OutputFile>
+ <AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <GenerateDebugInformation>false</GenerateDebugInformation>
+ <SubSystem>Console</SubSystem>
+ <OptimizeReferences>true</OptimizeReferences>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <DataExecutionPrevention>
+ </DataExecutionPrevention>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/examples/18.SplitScreen/SplitScreen_vc11.vcxproj b/examples/18.SplitScreen/SplitScreen_vc11.vcxproj
new file mode 100644
index 0000000..e4707c5
--- /dev/null
+++ b/examples/18.SplitScreen/SplitScreen_vc11.vcxproj
@@ -0,0 +1,194 @@
+<?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>18.SplitScreen</ProjectName>
+ <ProjectGuid>{1AB9413E-4F53-42A3-8CB2-CB4BE22336D0}</ProjectGuid>
+ <RootNamespace>18.SplitScreen</RootNamespace>
+ <Keyword>Win32Proj</Keyword>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>Windows7.1SDK</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(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="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <ImportGroup Condition="'$(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" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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+ <ImportGroup Condition="'$(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'">true</LinkIncremental>
+ <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
+ <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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new file mode 100644
index 0000000..32266c5
--- /dev/null
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+/** Example 018 Splitscreen
+
+A tutorial by Max Winkel.
+
+In this tutorial we'll learn how to use splitscreen (e.g. for racing-games)
+with Irrlicht. We'll create a viewport divided
+into 4 parts, with 3 fixed cameras and one user-controlled.
+
+Ok, let's start with the headers (I think there's
+nothing to say about it)
+*/
+
+#include <irrlicht.h>
+#include "driverChoice.h"
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+//Namespaces for the engine
+using namespace irr;
+using namespace core;
+using namespace video;
+using namespace scene;
+
+/*
+Now we'll define the resolution in a constant for use in
+initializing the device and setting up the viewport. In addition
+we set up a global variable saying splitscreen is active or not.
+*/
+//Resolution
+const int ResX=800;
+const int ResY=600;
+const bool fullScreen=false;
+
+//Use SplitScreen?
+bool SplitScreen=true;
+
+/*
+Now we need four pointers to our cameras which are created later:
+*/
+//cameras
+ICameraSceneNode *camera[4]={0,0,0,0};
+/*
+In our event-receiver we switch the SplitScreen-variable,
+whenever the user press the S-key. All other events are sent
+to the FPS camera.
+*/
+
+class MyEventReceiver : public IEventReceiver
+{
+ public:
+ virtual bool OnEvent(const SEvent& event)
+ {
+ //Key S enables/disables SplitScreen
+ if (event.EventType == irr::EET_KEY_INPUT_EVENT &&
+ event.KeyInput.Key == KEY_KEY_S && event.KeyInput.PressedDown)
+ {
+ SplitScreen = !SplitScreen;
+ return true;
+ }
+ //Send all other events to camera4
+ if (camera[3])
+ return camera[3]->OnEvent(event);
+ return false;
+ }
+};
+
+/*
+Ok, now the main-function:
+First, we initialize the device, get the SourceManager and
+VideoDriver, load an animated mesh from .md2 and a map from
+.pk3. Because that's old stuff, I won't explain every step.
+Just take care of the maps position.
+*/
+int main()
+{
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ //Instance of the EventReceiver
+ MyEventReceiver receiver;
+
+ //Initialise the engine
+ IrrlichtDevice *device = createDevice(driverType,
+ dimension2du(ResX,ResY), 32, fullScreen,
+ false, false, &receiver);
+ if (!device)
+ return 1;
+
+ ISceneManager *smgr = device->getSceneManager();
+ IVideoDriver *driver = device->getVideoDriver();
+
+ //Load model
+ IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2");
+ if (!model)
+ return 1;
+ IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
+ //Load texture
+ if (model_node)
+ {
+ ITexture *texture = driver->getTexture("../../media/sydney.bmp");
+ model_node->setMaterialTexture(0,texture);
+ model_node->setMD2Animation(scene::EMAT_RUN);
+ //Disable lighting (we've got no light)
+ model_node->setMaterialFlag(EMF_LIGHTING,false);
+ }
+
+ //Load map
+ device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
+ IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
+ if (map)
+ {
+ ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
+ //Set position
+ map_node->setPosition(vector3df(-850,-220,-850));
+ }
+
+/*
+Now we create our four cameras. One is looking at the model
+from the front, one from the top and one from the side. In
+addition there's a FPS-camera which can be controlled by the
+user.
+*/
+ // Create 3 fixed and one user-controlled cameras
+ //Front
+ camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
+ //Top
+ camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
+ //Left
+ camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
+ //User-controlled
+ camera[3] = smgr->addCameraSceneNodeFPS();
+ // don't start at sydney's position
+ if (camera[3])
+ camera[3]->setPosition(core::vector3df(-50,0,-50));
+
+/*
+Create a variable for counting the fps and hide the mouse:
+*/
+ //Hide mouse
+ device->getCursorControl()->setVisible(false);
+ //We want to count the fps
+ int lastFPS = -1;
+
+/*
+There wasn't much new stuff - till now!
+Only by defining four cameras, the game won't be splitscreen.
+To do this you need several steps:
+ - Set the viewport to the whole screen
+ - Begin a new scene (Clear screen)
+
+ - The following 3 steps are repeated for every viewport in the splitscreen
+ - Set the viewport to the area you wish
+ - Activate the camera which should be "linked" with the viewport
+ - Render all objects
+
+ - If you have a GUI:
+ - Set the viewport the whole screen
+ - Display the GUI
+ - End scene
+
+Sounds a little complicated, but you'll see it isn't:
+*/
+
+ while(device->run())
+ {
+ //Set the viewpoint to the whole screen and begin scene
+ driver->setViewPort(rect<s32>(0,0,ResX,ResY));
+ driver->beginScene(true,true,SColor(255,100,100,100));
+ //If SplitScreen is used
+ if (SplitScreen)
+ {
+ //Activate camera1
+ smgr->setActiveCamera(camera[0]);
+ //Set viewpoint to the first quarter (left top)
+ driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2));
+ //Draw scene
+ smgr->drawAll();
+ //Activate camera2
+ smgr->setActiveCamera(camera[1]);
+ //Set viewpoint to the second quarter (right top)
+ driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2));
+ //Draw scene
+ smgr->drawAll();
+ //Activate camera3
+ smgr->setActiveCamera(camera[2]);
+ //Set viewpoint to the third quarter (left bottom)
+ driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY));
+ //Draw scene
+ smgr->drawAll();
+ //Set viewport the last quarter (right bottom)
+ driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY));
+ }
+ //Activate camera4
+ smgr->setActiveCamera(camera[3]);
+ //Draw scene
+ smgr->drawAll();
+ driver->endScene();
+
+ /*
+ As you can probably see, the image is rendered for every
+ viewport separately. That means, that you'll loose much performance.
+ Ok, if you're asking "How do I have to set the viewport
+ to get this or that screen?", don't panic. It's really
+ easy: In the rect-function you define 4 coordinates:
+ - X-coordinate of the corner left top
+ - Y-coordinate of the corner left top
+ - X-coordinate of the corner right bottom
+ - Y-coordinate of the corner right bottom
+
+ That means, if you want to split the screen into 2 viewports
+ you would give the following coordinates:
+ - 1st viewport: 0,0,ResX/2,ResY
+ - 2nd viewport: ResX/2,0,ResX,ResY
+
+ If you didn't fully understand, just play around with the example
+ to check out what happens.
+
+ Now we just view the current fps and shut down the engine,
+ when the user wants to:
+ */
+ //Get and show fps
+ if (driver->getFPS() != lastFPS)
+ {
+ lastFPS = driver->getFPS();
+ core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: ";
+ tmp += lastFPS;
+ tmp += ")";
+ device->setWindowCaption(tmp.c_str());
+ }
+ }
+ //Delete device
+ device->drop();
+ return 0;
+}
+/*
+That's it! Just compile and play around with the program.
+Note: With the S-Key you can switch between using splitscreen
+and not.
+**/
+
diff --git a/examples/18.SplitScreen/tutorial.html b/examples/18.SplitScreen/tutorial.html
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+<meta name="viewport" content="width=device-width, initial-scale=1"/>
+<title>Tutorial 18: Splitscreen</title>
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+<div class="header">
+ <div class="headertitle">
+<div class="title">Tutorial 18: Splitscreen </div> </div>
+</div><!--header-->
+<div class="contents">
+<div class="textblock"><div class="image">
+<img src="../../media/018shot.jpg" alt="018shot.jpg"/>
+</div>
+ <p>A tutorial by Max Winkel.</p>
+<p>In this tutorial we'll learn how to use splitscreen (e.g. for racing-games) with Irrlicht. We'll create a viewport divided into 4 parts, with 3 fixed cameras and one user-controlled.</p>
+<p>Ok, let's start with the headers (I think there's nothing to say about it) </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;driverChoice.h&quot;</span></div><div class="line"></div><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 class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>scene;</div></div><!-- fragment --><p> Now we'll define the resolution in a constant for use in initializing the device and setting up the viewport. In addition we set up a global variable saying splitscreen is active or not. </p><div class="fragment"><div class="line"><span class="comment">//Resolution</span></div><div class="line"><span class="keyword">const</span> <span class="keywordtype">int</span> ResX=800;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">int</span> ResY=600;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">bool</span> fullScreen=<span class="keyword">false</span>;</div><div class="line"></div><div class="line"><span class="comment">//Use SplitScreen?</span></div><div class="line"><span class="keywordtype">bool</span> SplitScreen=<span class="keyword">true</span>;</div></div><!-- fragment --><p> Now we need four pointers to our cameras which are created later: </p><div class="fragment"><div class="line"><span class="comment">//cameras</span></div><div class="line">ICameraSceneNode *camera[4]={0,0,0,0};</div></div><!-- fragment --><p> In our event-receiver we switch the SplitScreen-variable, whenever the user press the S-key. All other events are sent to the FPS camera. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"> <span class="keyword">public</span>:</div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)</div><div class="line"> {</div><div class="line"> <span class="comment">//Key S enables/disables SplitScreen</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT &amp;&amp;</div><div class="line"> event.KeyInput.Key == KEY_KEY_S &amp;&amp; event.KeyInput.PressedDown)</div><div class="line"> {</div><div class="line"> SplitScreen = !SplitScreen;</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span>;</div><div class="line"> }</div><div class="line"> <span class="comment">//Send all other events to camera4</span></div><div class="line"> <span class="keywordflow">if</span> (camera[3])</div><div class="line"> <span class="keywordflow">return</span> camera[3]-&gt;OnEvent(event);</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Ok, now the main-function: First, we initialize the device, get the SourceManager and VideoDriver, load an animated mesh from .md2 and a map from .pk3. Because that's old stuff, I won't explain every step. Just take care of the maps position. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">//Instance of the EventReceiver</span></div><div class="line"> MyEventReceiver receiver;</div><div class="line"></div><div class="line"> <span class="comment">//Initialise the engine</span></div><div class="line"> IrrlichtDevice *device = createDevice(driverType,</div><div class="line"> dimension2du(ResX,ResY), 32, fullScreen,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, &amp;receiver);</div><div class="line"> <span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> ISceneManager *smgr = device-&gt;getSceneManager();</div><div class="line"> IVideoDriver *driver = device-&gt;getVideoDriver();</div><div class="line"></div><div class="line"> <span class="comment">//Load model</span></div><div class="line"> IAnimatedMesh *model = smgr-&gt;getMesh(<span class="stringliteral">&quot;../../media/sydney.md2&quot;</span>);</div><div class="line"> <span class="keywordflow">if</span> (!model)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"> IAnimatedMeshSceneNode *model_node = smgr-&gt;addAnimatedMeshSceneNode(model);</div><div class="line"> <span class="comment">//Load texture</span></div><div class="line"> <span class="keywordflow">if</span> (model_node)</div><div class="line"> {</div><div class="line"> ITexture *texture = driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/sydney.bmp&quot;</span>);</div><div class="line"> model_node-&gt;setMaterialTexture(0,texture);</div><div class="line"> model_node-&gt;setMD2Animation(scene::EMAT_RUN);</div><div class="line"> <span class="comment">//Disable lighting (we&#39;ve got no light)</span></div><div class="line"> model_node-&gt;setMaterialFlag(EMF_LIGHTING,<span class="keyword">false</span>);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">//Load map</span></div><div class="line"> device-&gt;getFileSystem()-&gt;addFileArchive(<span class="stringliteral">&quot;../../media/map-20kdm2.pk3&quot;</span>);</div><div class="line"> IAnimatedMesh *map = smgr-&gt;getMesh(<span class="stringliteral">&quot;20kdm2.bsp&quot;</span>);</div><div class="line"> <span class="keywordflow">if</span> (map)</div><div class="line"> {</div><div class="line"> ISceneNode *map_node = smgr-&gt;addOctreeSceneNode(map-&gt;getMesh(0));</div><div class="line"> <span class="comment">//Set position</span></div><div class="line"> map_node-&gt;setPosition(vector3df(-850,-220,-850));</div><div class="line"> }</div></div><!-- fragment --><p> Now we create our four cameras. One is looking at the model from the front, one from the top and one from the side. In addition there's a FPS-camera which can be controlled by the user. </p><div class="fragment"><div class="line"><span class="comment">// Create 3 fixed and one user-controlled cameras</span></div><div class="line"><span class="comment">//Front</span></div><div class="line">camera[0] = smgr-&gt;addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));</div><div class="line"><span class="comment">//Top</span></div><div class="line">camera[1] = smgr-&gt;addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));</div><div class="line"><span class="comment">//Left</span></div><div class="line">camera[2] = smgr-&gt;addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));</div><div class="line"><span class="comment">//User-controlled</span></div><div class="line">camera[3] = smgr-&gt;addCameraSceneNodeFPS();</div><div class="line"><span class="comment">// don&#39;t start at sydney&#39;s position</span></div><div class="line"><span class="keywordflow">if</span> (camera[3])</div><div class="line"> camera[3]-&gt;setPosition(core::vector3df(-50,0,-50));</div></div><!-- fragment --><p> Create a variable for counting the fps and hide the mouse: </p><div class="fragment"><div class="line"><span class="comment">//Hide mouse</span></div><div class="line">device-&gt;getCursorControl()-&gt;setVisible(<span class="keyword">false</span>);</div><div class="line"><span class="comment">//We want to count the fps</span></div><div class="line"><span class="keywordtype">int</span> lastFPS = -1;</div></div><!-- fragment --><p> There wasn't much new stuff - till now! Only by defining four cameras, the game won't be splitscreen. To do this you need several steps:</p><ul>
+<li>Set the viewport to the whole screen</li>
+<li>Begin a new scene (Clear screen)</li>
+<li>The following 3 steps are repeated for every viewport in the splitscreen<ul>
+<li>Set the viewport to the area you wish</li>
+<li>Activate the camera which should be "linked" with the viewport</li>
+<li>Render all objects</li>
+</ul>
+</li>
+<li>If you have a GUI:<ul>
+<li>Set the viewport the whole screen</li>
+<li>Display the GUI</li>
+</ul>
+</li>
+<li>End scene</li>
+</ul>
+<p>Sounds a little complicated, but you'll see it isn't: </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device-&gt;run())</div><div class="line">{</div><div class="line"> <span class="comment">//Set the viewpoint to the whole screen and begin scene</span></div><div class="line"> driver-&gt;setViewPort(rect&lt;s32&gt;(0,0,ResX,ResY));</div><div class="line"> driver-&gt;beginScene(<span class="keyword">true</span>,<span class="keyword">true</span>,SColor(255,100,100,100));</div><div class="line"> <span class="comment">//If SplitScreen is used</span></div><div class="line"> <span class="keywordflow">if</span> (SplitScreen)</div><div class="line"> {</div><div class="line"> <span class="comment">//Activate camera1</span></div><div class="line"> smgr-&gt;setActiveCamera(camera[0]);</div><div class="line"> <span class="comment">//Set viewpoint to the first quarter (left top)</span></div><div class="line"> driver-&gt;setViewPort(rect&lt;s32&gt;(0,0,ResX/2,ResY/2));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> <span class="comment">//Activate camera2</span></div><div class="line"> smgr-&gt;setActiveCamera(camera[1]);</div><div class="line"> <span class="comment">//Set viewpoint to the second quarter (right top)</span></div><div class="line"> driver-&gt;setViewPort(rect&lt;s32&gt;(ResX/2,0,ResX,ResY/2));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> <span class="comment">//Activate camera3</span></div><div class="line"> smgr-&gt;setActiveCamera(camera[2]);</div><div class="line"> <span class="comment">//Set viewpoint to the third quarter (left bottom)</span></div><div class="line"> driver-&gt;setViewPort(rect&lt;s32&gt;(0,ResY/2,ResX/2,ResY));</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> <span class="comment">//Set viewport the last quarter (right bottom)</span></div><div class="line"> driver-&gt;setViewPort(rect&lt;s32&gt;(ResX/2,ResY/2,ResX,ResY));</div><div class="line"> }</div><div class="line"> <span class="comment">//Activate camera4</span></div><div class="line"> smgr-&gt;setActiveCamera(camera[3]);</div><div class="line"> <span class="comment">//Draw scene</span></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> driver-&gt;endScene();</div></div><!-- fragment --><p> As you can probably see, the image is rendered for every viewport separately. That means, that you'll loose much performance. Ok, if you're asking "How do I have to set the viewport
+ to get this or that screen?", don't panic. It's really easy: In the rect-function you define 4 coordinates:</p><ul>
+<li>X-coordinate of the corner left top</li>
+<li>Y-coordinate of the corner left top</li>
+<li>X-coordinate of the corner right bottom</li>
+<li>Y-coordinate of the corner right bottom</li>
+</ul>
+<p>That means, if you want to split the screen into 2 viewports you would give the following coordinates:</p><ul>
+<li>1st viewport: 0,0,ResX/2,ResY</li>
+<li>2nd viewport: ResX/2,0,ResX,ResY</li>
+</ul>
+<p>If you didn't fully understand, just play around with the example to check out what happens.</p>
+<p>Now we just view the current fps and shut down the engine, when the user wants to: </p><div class="fragment"><div class="line"> <span class="comment">//Get and show fps</span></div><div class="line"> <span class="keywordflow">if</span> (driver-&gt;getFPS() != lastFPS)</div><div class="line"> {</div><div class="line"> lastFPS = driver-&gt;getFPS();</div><div class="line"> core::stringw tmp = L<span class="stringliteral">&quot;Irrlicht SplitScreen-Example (FPS: &quot;</span>;</div><div class="line"> tmp += lastFPS;</div><div class="line"> tmp += <span class="stringliteral">&quot;)&quot;</span>;</div><div class="line"> device-&gt;setWindowCaption(tmp.c_str());</div><div class="line"> }</div><div class="line"> }</div><div class="line"> <span class="comment">//Delete device</span></div><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! Just compile and play around with the program. Note: With the S-Key you can switch between using splitscreen and not. </p>
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