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Everything in the Irrlicht Engine can be found in this namespace. More. Most objects of the Irrlicht Engine are derived from IReferenceCounted, and so. All scene management can be found in this namespace: Mesh loading, special.

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Microsoft Visual Studio is used as an IDE, but you will also be able to understand everything if you are using a different one or even another operating system than windows.

To let the compiler find this header file, the documentatioh where it is located has to be specified. This is different for every IDE and compiler you use. Let’s explain shortly vocumentation to do this in Microsoft Visual Studio:. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.

After we have set up the IDE, the compiler will know where to find the Irrlicht Engine documentafion files so we can include it now in our code. In the Irrlicht Engine, everything can be found in the namespace ‘irr’.

So if documentayion want to use a class of the engine, you have to write irr:: For example to use the IrrlichtDevice write: To get rid of the irr:: There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, documentarion can read a detailed description of them in the documentation by clicking on the top menu item ‘Namespace List’ or by using this link: Hence, we tell the compiler again that we do not want always to write their names.


To be able to use the Irrlicht.

DLL file, we need to link with the Irrlicht. We could set this option in the project settings, but to make it easy, we use a pragma comment lib for VisualStudio. On Windows platforms, we have to get rid of the console window, which pops up when starting a program with main.

This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. The most important function of the engine is the createDevice function.

The IrrlichtDevice is created by it, which is the root object for doing anything with the engine. Set the caption of the window to some nice text.

Irrlicht 3D Engine: Irrlicht Engine API documentation

Note that there is an ‘L’ in front of the string. The Irrlicht Engine uses wide irrlivht strings when displaying text. We add a hello world label to the window, using the GUI environment.

The text is placed at the position 10,10 as top left corner and ,22 as lower right corner. To show something interesting, we load a Quake 2 model and display it. We check the return value of getMesh to become aware of loading problems and other errors.

Instead of irrpicht the filename sydney.

Irrlicht 3D Engine: irr Namespace Reference

By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. To let the mesh look a little bit nicer, we change its material. We disable documentarion because we do not have a dynamic light in here, and the mesh would be totally black otherwise. And last, we apply a texture to the mesh.

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Without it the mesh would be drawn using only a documejtation. To look at the mesh, we place a camera into 3d space at the position 0, 30, The camera looks from there to 0,5,0which is approximately the place where our md2 model is. Ok, now we have set up the scene, lets draw everything: We run the device in a while loop, until the device does not want to run any more. Anything can be drawn between a beginScene and an endScene call. The beginScene call clears the screen with a color and the depth buffer, if desired.

With the endScene call everything documentahion presented on the screen.

Irrlicht Engine

After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice. In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with ‘create’. See the documentation at irr:: This is the Irrlicht Software renderer!