237 lines
9.0 KiB
C++
237 lines
9.0 KiB
C++
/** Example 001 HelloWorld
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This Tutorial shows how to set up the IDE for using the Irrlicht Engine and how
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to write a simple HelloWorld program with it. The program will show how to use
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the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
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Microsoft Visual Studio is used as an IDE, but you will also be able to
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understand everything if you are using a different one or even another
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operating system than windows.
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You have to include the header file <irrlicht.h> in order to use the engine. The
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header file can be found in the Irrlicht Engine SDK directory \c include. To let
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the compiler find this header file, the directory where it is located has to be
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specified. This is different for every IDE and compiler you use. Let's explain
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shortly how to do this in Microsoft Visual Studio:
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- If you use Version 6.0, select the Menu Extras -> Options.
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Select the directories tab, and select the 'Include' Item in the combo box.
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Add the \c include directory of the irrlicht engine folder to the list of
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directories. Now the compiler will find the Irrlicht.h header file. We also
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need the irrlicht.lib to be found, so stay in that dialog, select 'Libraries'
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in the combo box and add the \c lib/VisualStudio directory.
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\image html "vc6optionsdir.jpg"
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\image latex "vc6optionsdir.jpg"
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\image html "vc6include.jpg"
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\image latex "vc6include.jpg"
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- If your IDE is Visual Studio .NET, select Tools -> Options.
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Select the projects entry and then select VC++ directories. Select 'show
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directories for include files' in the combo box, and add the \c include
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directory of the irrlicht engine folder to the list of directories. Now the
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compiler will find the Irrlicht.h header file. We also need the irrlicht.lib
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to be found, so stay in that dialog, select 'show directories for Library
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files' and add the \c lib/VisualStudio directory.
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\image html "vcnetinclude.jpg"
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\image latex "vcnetinclude.jpg"
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That's it. With your IDE set up like this, you will now be able to develop
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applications with the Irrlicht Engine.
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Lets start!
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After we have set up the IDE, the compiler will know where to find the Irrlicht
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Engine header files so we can include it now in our code.
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*/
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#include <irrlicht.h>
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/*
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In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
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you want to use a class of the engine, you have to write irr:: before the name
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of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
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To get rid of the irr:: in front of the name of every class, we tell the
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compiler that we use that namespace from now on, and we will not have to write
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irr:: anymore.
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*/
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using namespace irr;
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/*
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There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
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read a detailed description of them in the documentation by clicking on the top
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menu item 'Namespace List' or by using this link:
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http://irrlicht.sourceforge.net/docu/namespaces.html
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Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
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example simple. Hence, we tell the compiler again that we do not want always to
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write their names.
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*/
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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/*
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To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
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We could set this option in the project settings, but to make it easy, we use a
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pragma comment lib for VisualStudio. On Windows platforms, we have to get rid
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of the console window, which pops up when starting a program with main(). This
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is done by the second pragma. We could also use the WinMain method, though
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losing platform independence then.
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*/
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#ifdef _IRR_WINDOWS_
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#pragma comment(lib, "Irrlicht.lib")
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#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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#endif
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/*
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This is the main method. We can now use main() on every platform.
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*/
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int main()
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{
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/*
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The most important function of the engine is the createDevice()
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function. The IrrlichtDevice is created by it, which is the root
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object for doing anything with the engine. createDevice() has 7
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parameters:
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- deviceType: Type of the device. This can currently be the Null-device,
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one of the two software renderers, D3D8, D3D9, or OpenGL. In this
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example we use EDT_SOFTWARE, but to try out, you might want to
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change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
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EDT_DIRECT3D9, or EDT_OPENGL.
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- windowSize: Size of the Window or screen in FullScreenMode to be
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created. In this example we use 640x480.
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- bits: Amount of color bits per pixel. This should be 16 or 32. The
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parameter is often ignored when running in windowed mode.
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- fullscreen: Specifies if we want the device to run in fullscreen mode
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or not.
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- stencilbuffer: Specifies if we want to use the stencil buffer (for
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drawing shadows).
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- vsync: Specifies if we want to have vsync enabled, this is only useful
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in fullscreen mode.
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- eventReceiver: An object to receive events. We do not want to use this
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parameter here, and set it to 0.
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Always check the return value to cope with unsupported drivers,
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dimensions, etc.
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*/
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IrrlichtDevice *device =
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createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
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false, false, false, 0);
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if (!device)
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return 1;
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/*
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Set the caption of the window to some nice text. Note that there is an
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'L' in front of the string. The Irrlicht Engine uses wide character
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strings when displaying text.
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*/
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device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
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/*
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Get a pointer to the VideoDriver, the SceneManager and the graphical
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user interface environment, so that we do not always have to write
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device->getVideoDriver(), device->getSceneManager(), or
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device->getGUIEnvironment().
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*/
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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/*
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We add a hello world label to the window, using the GUI environment.
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The text is placed at the position (10,10) as top left corner and
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(260,22) as lower right corner.
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*/
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guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
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rect<s32>(10,10,260,22), true);
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/*
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To show something interesting, we load a Quake 2 model and display it.
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We only have to get the Mesh from the Scene Manager with getMesh() and add
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a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
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check the return value of getMesh() to become aware of loading problems
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and other errors.
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Instead of writing the filename sydney.md2, it would also be possible
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to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
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other supported file format. By the way, that cool Quake 2 model
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called sydney was modelled by Brian Collins.
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*/
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IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
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if (!mesh)
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{
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device->drop();
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return 1;
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}
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IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
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/*
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To let the mesh look a little bit nicer, we change its material. We
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disable lighting because we do not have a dynamic light in here, and
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the mesh would be totally black otherwise. Then we set the frame loop,
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such that the predefined STAND animation is used. And last, we apply a
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texture to the mesh. Without it the mesh would be drawn using only a
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color.
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*/
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if (node)
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{
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node->setMaterialFlag(EMF_LIGHTING, false);
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node->setMD2Animation(scene::EMAT_STAND);
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node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
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}
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/*
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To look at the mesh, we place a camera into 3d space at the position
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(0, 30, -40). The camera looks from there to (0,5,0), which is
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approximately the place where our md2 model is.
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*/
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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/*
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Ok, now we have set up the scene, lets draw everything: We run the
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device in a while() loop, until the device does not want to run any
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more. This would be when the user closes the window or presses ALT+F4
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(or whatever keycode closes a window).
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*/
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while(device->run())
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{
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/*
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Anything can be drawn between a beginScene() and an endScene()
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call. The beginScene() call clears the screen with a color and
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the depth buffer, if desired. Then we let the Scene Manager and
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the GUI Environment draw their content. With the endScene()
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call everything is presented on the screen.
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*/
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driver->beginScene(true, true, SColor(255,100,101,140));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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/*
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After we are done with the render loop, we have to delete the Irrlicht
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Device created before with createDevice(). In the Irrlicht Engine, you
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have to delete all objects you created with a method or function which
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starts with 'create'. The object is simply deleted by calling ->drop().
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See the documentation at irr::IReferenceCounted::drop() for more
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information.
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*/
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device->drop();
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return 0;
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}
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/*
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That's it. Compile and run.
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**/
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