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 directory where it is located has to be specified. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Microsoft Visual Studio:. That's it.
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Here you'll find any information you'll need to develop applications with the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll find some on the homepage of the Irrlicht Engine at irrlicht. The Irrlicht Engine is intended to be an easy-to-use 3d engine, so this documentation is an important part of it.
If you have any questions or suggestions, just send a email to the author of the engine, Nikolaus Gebhardt niko at irrlicht3d. Namespaces : A very good place to start reading the documentation. Class list : List of all classes with descriptions. Class members : Good place to find forgotten features. A simple application, starting up the engine, loading a Quake 2 animated model file and the corresponding texture, animating and displaying it in front of a blue background and placing a user controlable 3d camera would look like the following code.
I think this example shows the usage of the engine quite well:. Irrlicht can load a lot of file formats automaticly, see irr::scene::ISceneManager::getMesh for a detailed list. So if you would like to replace the simple blue screen background by a cool Quake 3 Map, optimized by an octree, just insert this code somewhere before the while loop:.
As you can see, the engine uses namespaces. Everything in the engine is placed into the namespace 'irr', but there are also 5 sub namespaces.
You can find a list of all namespaces with descriptions at the namespaces page. This is also a good place to start reading the documentation. If you don't want to write the namespace names all the time, just use all namespaces like this:. There is a lot more the engine can do, but I hope this gave a short overview over the basic features of the engine.
For more examples, please take a look into the examples directory of the SDK. Irrlicht 3D Engine. Irrlicht Engine 1.
Release Notes for the Wrapper Library for Irrlicht
Here you'll find any information you'll need to develop applications with the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll find some on the homepage of the Irrlicht Engine at irrlicht. The Irrlicht Engine is intended to be an easy-to-use 3d engine, so this documentation is an important part of it. If you have any questions or suggestions, just send a email to the author of the engine, Nikolaus Gebhardt niko at irrlicht3d. Namespaces : A very good place to start reading the documentation.
Package: libirrlicht-doc (1.8.4+dfsg1-1.1)
This Tutorial shows how to move and animate SceneNodes. The basic concept of SceneNodeAnimators is shown as well as manual movement of nodes using the keyboard. We'll demonstrate framerate independent movement, which means moving by an amount dependent on the duration of the last run of the Irrlicht loop. As always, I include the header files, use the irr namespace, and tell the linker to link with the. To receive events like mouse and keyboard input, or GUI events like "the OK button has been clicked", we need an object which is derived from the irr::IEventReceiver object.
This Tutorial shows how to speed up rendering by use of the OcclusionQuery feature. The usual rendering tries to avoid rendering of scene nodes by culling those nodes which are outside the visible area, the view frustum. However, this technique does not cope with occluded objects which are still in the line of sight, but occluded by some larger object between the object and the eye camera. Occlusion queries check exactly that. The queries basically measure the number of pixels that a previous render left on the screen. Since those pixels cannot be recognized at the end of a rendering anymore, the pixel count is measured directly when rendering.