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Irrlicht 1.7 Realtime 3D Engine
Beginner's Guide
Create complete 2D and 3D applicaons with this
cross-plaorm, high performance engine
Aung Sithu Kyaw
Johannes Stein
BIRMINGHAM - MUMBAI

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Irrlicht 1.7 Realtime 3D Engine
Beginner's Guide
Copyright © 2011 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system,
or transmied in any form or by any means, without the prior wrien permission of the
publisher, except in the case of brief quotaons embedded in crical arcles or reviews.
Every eort has been made in the preparaon of this book to ensure the accuracy of the
informaon presented. However, the informaon contained in this book is sold without
warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers
and distributors will be held liable for any damages caused or alleged to be caused directly or
indirectly by this book.
Packt Publishing has endeavored to provide trademark informaon about all of the
companies and products menoned in this book by the appropriate use of capitals. However,
Packt Publishing cannot guarantee the accuracy of this informaon.
First published: October 2011
Producon Reference: 1181011
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84951-398-2


www.packtpub.com
Cover Image by Asher Wishkerman ()
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Credits
Authors
Aung Sithu Kyaw
Johannes Stein
Reviewers
Chrisan Stehno
Nikolaus Gebhardt
Acquision Editor
Usha Iyer
Development Editor
Maitreya Bhakal
Technical Editors
Joyslita D'Souza
Snehal Gawde
Project Coordinator
Michelle Quadros
Proofreader
Linda Morris
Indexer
Hemangini Bari
Graphics
Geetanjali Sawant
Producon Coordinator
Alwin Roy
Cover Work
Alwin Roy
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About the Authors
Aung Sithu Kyaw is originally from Myanmar (Burma). He has been a developer in the
soware development industry for over seven years and has a great passion for graphics
programming, creang video games, wring, and sharing knowledge with others. He holds
a M.Sc (Digital Media Technology) from Nanyang Technological University (NTU), Singapore.
Aung is currently the CEO of a digital media company, Rival Edge Pte Ltd, Singapore, which
he cofounded in 2011 with two other engineers. Visit for more
informaon.
He can be followed on twier
@aungsithu and his LinkedIn prole http://www.
linkedin.com/in/aungsithu
.
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Acknowledgement
It took me over eight months to reach this point wring an acknowledgment secon. It was
really an excing journey. I owe these people in my endeavour to write this book and I'd like
to take this opportunity to express my gratude.
Thanks to Nikolaus 'niko' Gebhardt and Ambiera e.U. for iniang this wonderful Irrlicht
engine project and making it open-source, sharing with the community, Chrisan Stenho
for reviewing the book and giving lots of useful feedback and all the folks from the Irrlicht
forum. And the following people from Packt Publishing; Newton Sequeira (Author Relaon)
for contacng me about this opportunity to write a book on Irrlicht, Usha (Acquision
Editor), Maitreya Bhakal (Development Editor), and Ashwin Shey (Project Manager) for
taking this project into reality, Michelle Quadros (Project Coordinator) for working and
coordinang with me along the way, chapter-by-chapter, and Snehal Gawde (Technical
Editor) for making sure everything ts together.
I'd like to thank my big brother and my parents, who've been supporng me all these years.
Without all of your support I wouldn't have been here today.
And nally a big thank to my wife, Muriel. If she hadn't let me sit in front of my computer for
hours, late nights, and weekends, wring this book, it wouldn't have been possible. Thank

you for all your support. I love you.
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Johannes Stein is an independent game developer and former student of the university of
Augsburg, Germany. He started showing an interest in computer science at the early age of
twelve and has expanded his knowledge ever since. Aer learning Visual Basic and Delphi,
he got into C/C++ and C#, while he learned Objecve-C and JavaScript, in the last few years.
He specializes on cross-plaorm development, which means soware that runs on Windows,
Linux, and Mac OS X for example. Apart from cross-plaorm development, he has developed
mobile games and web applicaons using the latest technologies such as HTML5 and CSS3.
On several occasions, he worked as a freelance journalist and reported from yearly events
such as the gamescom in Cologne.
Working on a book was a completely new and excing experience for
me and rst of all I would like to thank everyone who had the paence
to put up with me and helped me during the process. I would like to
thank my parents who helped trying to movate me when I was feeling
overwhelmed and frustrated. A special thanks goes to my father.

I would also like to thank Nikolaus Gebhardt and Chrisan Stehno, who
have not only been technical reviewers of this book, but shaped the Irrlicht
engine into what it is now.

And last, but not least I would like to thank everyone at Packt Publishing,
who made this book possible and a simple "Thank you" does not cover
how grateful I am.
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About the Reviewer
Chrisan Stehno has been in touch with Irrlicht since 2004. Being a researcher at that
me, he led a group of students to develop a 3D visualizaon tool. Since 2006, he has been
part of the development team. Today he is responsible for the general coordinaon of the
project and its development. When it comes down to coding, he likes working on the video

drivers, but does the bug hunng in all parts of the engine. In real life, Chrisan is married
(longer with his wife than with Irrlicht) and has two children. He is the founder and general
manager of a small company, developing embedded systems and soware for industrial use.
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Table of Contents

Preface 1
Chapter 1: Installing Irrlicht 7
Irrlicht license 7
System requirements 8
Time for acon – downloading Irrlicht 9
Contents of the Irrlicht package 10
bin folder 10
doc folder 10
examples folder 11
lib folder 11
include folder 11
media folder 11
source folder 11
tools folder 11
Text les 11
Irrlicht on Windows with Visual Studio 12
Time for acon – adding le references 12
Project-specic conguraon 14
Compiling Irrlicht as a dynamic library using Visual Studio 15
For 6t4-bit Windows 15
Installing Microso's DirectX SDK 15
Time for acon – compiling Irrlicht as a dynamic library 16
Time for acon – compiling the Irrlicht dynamic library with modicaons 16
Addional conguraons 18
Building an example with Visual Studio 18
Time for acon – building an Irrlicht example 18
Using Irrlicht with CodeBlocks 20
Time for acon – creang an applicaon using the CodeBlocks wizard 20
CodeBlocks under Linux 24
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Table of Contents
[ ii ]
Irrlicht on Linux 25
Time for acon – compiling the stac library 26
Making Irrlicht available on the whole system 27
Time for acon – compiling "Hello World" on Ubuntu 27
Irrlicht on Mac OS X with Xcode 29
Time for acon – compiling the stac library on Mac OS X 30
Time for acon – compiling "Hello World" project with Xcode 31
Summary 33
Chapter 2: Creang a Basic Template Applicaon 35
Creang a new empty project 35
Visual Studio 36
CodeBlocks 38
Linux and the command line 38
Xcode 38
Time for acon – creang the main entry point 40
Using Irrlicht namespaces 41
Irrlicht device 41
Time for acon – creang an Irrlicht device 42
The createDevice method 43
The "game loop" 43
Time for acon – creang the "game loop" 44
beginScene 45
endScene 46
Summary 48
Chapter 3: Loading Meshes 49
What is a mesh? 50
Time for acon – loading a mesh 51
Dierences between mesh formats 54

OBJ 54
MD2/MD3 54
COLLADA 54
X 54
Using textures 54
Time for acon – applying texture to a mesh 55
Time for acon – manipulang our mesh 57
Time for acon – animang our mesh 59
Summary 62
Chapter 4: Overlays and User Interface 63
What is an overlay? 63
Time for acon – drawing a 2D image 64
Using a sprite sheet 68
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Table of Contents
[ iii ]
Time for acon – using a sprite sheet 69
Making sprite sheets 72
Time for acon – making sprite sheets 72
Drawing primives 75
Time for acon – drawing primives 76
Rectangles 77
Polygons 77
Lines 77
Graphical user interface 78
Displaying text on the screen 78
Time for acon – displaying text on the screen 79
Using the Irrlicht font tool 82
Time for acon – using the Irrlicht font tool 82
Adding buons to our GUI 84

Time for acon – adding buons to your GUI 84
Summary 89
Chapter 5: Understanding Data Types 91
Using C++ templates 91
What are templates? 92
Using templates 92
Time for acon – using templates 92
Type denions 94
Class types 95
video::SColor 95
video::SColorf 95
core::rect 96
core::dimension2d 96
core::array 96
core::list 97
Vectors 97
Dot product 97
Cross product 98
Magnitude (length) 98
Unit vector 98
Normalizaon 99
Direcon vector 99
Time for acon – moving a ball 99
Summary 105
Chapter 6: Managing Scenes 107
What is a scene? 107
Geng CopperCube/IrrEditCopp 108
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Table of Contents
[ iv ]

Windows version 108
Mac OS X version 108
What is CopperCube? 109
Why are we using CopperCube? 110
Time for acon – creang a new scene 111
Time for acon – adding meshes to our scene 114
Time for acon – adding lights 115
Time for acon – adding geometrical objects 116
Time for acon – nishing up our scene 118
Time for acon – exporng our scene 121
Time for acon – loading an Irrlicht scene 123
Summary 125
Chapter 7: Using Nodes—The Basic Objects of the Irrlicht 3D Engine 127
What is a node? 127
Overview of dierent nodes 128
Scene node 128
Camera scene node 129
Billboard scene node 129
Mesh scene node 129
Light scene node 129
Dummy transformaon scene node 129
Parcle system scene node 130
Terrain scene node 130
Text scene node 130
Working with nodes 130
Time for acon – working with nodes 130
Animang nodes 135
Time for acon – animang nodes 135
Fly circle 136
Fly straight 137

Follow spline 137
Rotaon 137
Delete 137
Texture 137
Collision response 137
Adding a custom scene node 138
Time for acon – adding a custom scene node 139
Summary 144
Chapter 8: Managing Cameras 145
What is a camera? 145
Extending our template applicaon 146
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Table of Contents
[ v ]
Time for acon – extending our template applicaon 146
Creang terrains 151
Time for acon – creang terrains 151
Adding a camera scene node 155
Time for acon – adding a camera scene node 155
Adding prefabricated cameras 159
Time for acon – adding prefabricated cameras 159
Summary 163
Chapter 9: Lightening the Scene 165
Using irrEdit to set up lights 166
Time for acon – creang a global ambient light 168
Ambient light 170
Materials 171
Emissive color 171
Time for acon – adding a light scene node 171
Aenuaon 173

Time for acon – seng up Irrlicht 173
Time for acon – seng up global ambient light 175
Time for acon – creang a custom light node 176
Direconal light 178
Point light 178
Time for acon – adding a spot light and an animator 179
Spot light 181
Time for acon – manipulang shininess and specular 181
light color 181
Gouraud shading 184
Time for acon – adding a shadow 185
Summary 187
Chapter 10: Creang Eye Candy Eects with Parcle Systems 189
Parcle systems 189
Time for acon – creang a simple parcle eect in irrEdit 191
Time for acon – modifying the parcle material 193
Time for acon – adding a parcle system in Irrlicht 195
Time for acon – adding a simple water surface 198
Time for acon – adding a parcle aector 201
Time for acon – acvang a parcle eect on a mouse event 203
Summary 207
Chapter 11: Handling Data and Files 209
Loading data from an external le 210
Time for acon – loading data from an external le 210
Time for acon – reading data in tokens, line-by-line 212

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Table of Contents
[ vi ]
Time for acon – saving data to a le 214

Time for acon – loading data from an XML le 214
Time for acon – wring data to an XML le 216
Time for acon – reading specic data types from an XML le 218
Time for acon – reading data from an archive 219
Summary 220
Chapter 12: Using Shaders in Irrlicht 221
Rendering pipeline 222
Shaders 224
Vertex shaders 224
Fragment /pixel shaders 225
Geometry shaders 225
Time for acon – seng up the GLSL demo 226
Data communicaon 228
Time for acon – using a toon shader 229
Time for acon – applying a gooch shader 233
Going further with shaders 234
Summary 236
Appendix A: Deploying an Irrlicht Applicaon 237
What is meant by "deployment"? 237
Deploying Irrlicht applicaons on Windows plaorms 238
Deploying the Irrlicht applicaons on Linux plaorms 239
Start helper script for Linux 239
Deploying for Mac OS X plaorms 240
Creang universal applicaons and compability 241
Deploying the source code 242
Why deploy the source code? 242
Deploying the source 242
Summary 243
Appendix B: Pop Quiz Answers 245
Chapter 2, Creang a Basic Template Applicaon 245

Chapter 3, Loading Meshes 245
Chapter 4, Overlays and User Interface 245
Chapter 5, Understanding Data Types 246
Chapter 7, Using Nodes—The Basic Objects of the Irrlicht 3D Engine 246
Chapter 12, Using Shaders in Irrlicht 246
Index 237
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Preface
Irrlicht 1.7 Realme 3D Engine Beginner's Guide will teach you to master all that is required
to create 2D and 3D applicaons using Irrlicht, beginning right from installaon, and
proceeding step-by-step to deployment.
Beginning with installaon, this book guides you through creang a basic template
applicaon, followed by using meshes, creang overlays, and UI. You will then scan through
data types, nodes, scenes, camera, lights, and parcle systems. Finally, you will learn about
some advanced concepts such as handling data, les, and shaders, followed by the last
stage—deployment—in an appendix.
This book is a step-by-step guide to Irrlicht that starts at an easy level for beginners and then
gradually works to more advanced topics through clear code examples and a number of
demos, which illustrate theorecal concepts.
What this book covers
Chapter 1, Installing Irrlicht, shows how to get and set up Irrlicht across dierent plaorms
such as Windows, Max, and Linux.
Chapter 2, Creang a Basic Template Applicaon, explains how to set up and create a basic
Irrlicht applicaon using dierent Integrated Development Environments (IDEs) such as
Microso Visual Studio, XCode, CodeBlocks, and so on.
Chapter 3, Loading Meshes, shows how to add 3D meshes to our applicaon, apply
materials, and animate them.
Chapter 4, Overlays and User Interface, explores the 2D capabilies of Irrlicht, creang
graphical user interface (GUI), loading, and rendering 2D images.
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Preface
[ 2 ]
Chapter 5, Understanding Data Types, provides a primer on C++ templates as well as some
mathemacal concepts such as vectors.
Chapter 6, Managing Scenes, introduces using CopperCube, which is a visual 3D scene editor
for Irrlicht available for both free and commercial use.
Chapter 7, Using Nodes—The Basic Objects of the Irrlicht 3D engine, explains what the nodes
in Irrlicht are and how to use animators to do some basic animaons.
Chapter 8, Managing Cameras, shows how to use camera scene nodes and touches a lile
bit on creang a simple terrain to test the walkthrough camera.
Chapter 9, Lightening the Scene, introduces lighng concepts, materials, shadows, and using
CopperCube/IrrEdit.
Chapter 10, Creang Eye Candy Eects with Parcle Systems, shows how to implement
parcle systems both in the visual editor and from the code.
Chapter 11, Handling Data and Files, explains how to save and load game-related data les
such as player save les.
Chapter 12, Using Shaders in Irrlicht, introduces how the graphics rendering pipeline works
and praccal usage of shaders in Irrlicht.
The Appendix, Deploying an Irrlicht Applicaon, explains the procedures and essenal
dependencies to be included while packaging an Irrlicht applicaon for dierent plaorms
such as Windows, Mac, or Linux.
What you need for this book
You should have a working knowledge and understanding of programming in C\C++ and a
compiler to compile and run the sample code. Your computer should also have a graphic card
with 3D capabilies with supports for DirectX and OpenGL. We'll start with seng up Irrlicht
on dierent plaorms, so you don't need to have installed Irrlicht on your computer.
Who this book is for
If you have C++ skills and are interested in learning Irrlicht to create 2D/3D applicaons, this
book is for you. Absolutely no knowledge of Irrlicht is necessary for you to follow this book!
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Preface
[ 3 ]
Conventions
In this book, you will nd several headings appearing frequently.
To give clear instrucons of how to complete a procedure or task, we use:
Time for action – heading
1. Acon 1
2. Acon 2
3. Acon 3
Instrucons oen need some extra explanaon so that they make sense, so they are
followed with:
What just happened?
This heading explains the working of tasks or instrucons that you have just completed.
You will also nd some other learning aids in the book, including:
Pop quiz – heading
These are short mulple choice quesons intended to help you test your own understanding.
Have a go hero – heading
These set praccal challenges and give you ideas for experimenng with what you
have learned.
You will also nd a number of styles of text that disnguish between dierent kinds of
informaon. Here are some examples of these styles, and an explanaon of their meaning.
Code words in text are shown as follows: "we load our mesh le and store it in an
IMesh object".
A block of code is set as follows:
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMaterialTexture(0, driver->getTexture("sydney.bmp"));
}
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Preface
[ 4 ]
New terms and important words are shown in bold. Words that you see on the screen, in
menus or dialog boxes for example, appear in the text like this: "click on Add Images to
add images".
Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about this book—
what you liked or may have disliked. Reader feedback is important for us to develop tles
that you really get the most out of.
To send us general feedback, simply send an e-mail to
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If there is a topic that you have experse in and you are interested in either wring or
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www.packtpub.com/authors.
Customer support
Now that you are the proud owner of a Packt book, we have a number of things to help you
to get the most from your purchase.
Downloading the example code for this book
You can download the example code les for all Packt books you have purchased from your account
at . If you purchased this book elsewhere, you can visit http://
www.PacktPub.com/support and register to have the les e-mailed directly to you.
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Preface
[ 5 ]

Errata
Although we have taken every care to ensure the accuracy of our content, mistakes do
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be uploaded on our website, or added to any list of exisng errata, under the Errata secon
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1
Installing Irrlicht
This chapter will explain what we need to consider when we take our rst step

with the Irrlicht 3D graphics engine.
In this chapter, we will:
 Learn about how the Irrlicht library is structured
 Set up Irrlicht on Windows using either Visual Studio or CodeBlocks
 Set up Irrlicht on Linux using the command-line
 Set up Irrlicht on Mac OS X using XCode
 Compile the Irrlicht library for ourselves
So let's get started.
Irrlicht license
Irrlicht is available for free and open source, which means that its source can be viewed and
modied by anyone. It uses the zlib license that allows you to use the engine free of charge
for private, educaonal, and even for commercial use. Unlike other open source licenses
such as GPL (GNU Public License), you are allowed to modify Irrlicht without publishing your
changes under the same license or make your changes not available to the public at all. It is
recommended to give credit to the Irrlicht development team in your released applicaon,
although this is not necessary with an excepon of JPEG support. Irrlicht uses libjpeg for
JPEG support and you must credit JPEG group in your release applicaon, according to their
license requirement.
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Installing Irrlicht
[ 8 ]
System requirements
While the Irrlicht 3D graphics engine should work on prey much any computer or
notebook, there are a few steps to ensure that your Irrlicht development environment, and
your created applicaons, will run smoothly. First of all, ensure that you have installed the
latest driver for your graphics card. If you want to be able to use all features of Irrlicht, your
graphics card needs to support at least OpenGL 1.5. Also, an equivalent DirectX 9.0c graphics
card will suce, if you are planning to use DirectX and Microso Windows exclusively. If
you want to modify and recompile Irrlicht, you'll have to install the necessary SDKs such as
the latest DirectX SDK for Direct3D 9 support and the May 2006 version of DirectX SDK for

Direct3D 8 support. We'll discuss how to set them up in the following secons.
Checking for graphics card support
To check if your graphics card supports OpenGL 1.5, check the specicaons of
your graphics card on the ocial homepage of your graphics card vendor. Or
alternavely, you can use a tool like DoctorGL that can be downloaded from
/>If you want to make use of Irrlicht's DirectX interface under Windows, you need to have
DirectX installed. DirectX runme les come pre-installed with Windows by default.
Installing the latest DirectX Runmes
DirectX is an applicaon programming interface, specically designed for
mulmedia and games developed by Microso.
You can download the latest version of DirectX at the following web address:

On this site click on DirectX End-User Runmes (June 2010) Full Download
in the right sidebar listed under Recent Downloads to be redirected to the
download page.
www.it-ebooks.info
Chapter 1
[ 9 ]
Since Irrlicht is cross-plaorm and can be used on Windows, Linux, and Mac OS X, we will
discuss how to set up Irrlicht on those dierent plaorms with dierent development
environments and compilers. We will create a skeletal applicaon in the next chapter,
which can be used as a starng point for the upcoming exercises. Use a compiler or an
integrated development environment of your choice. Eventually, it will not maer which
IDE or compiler you ulmately choose, because each code sample of this book will work on
any IDE and compiler described in this chapter. You'll learn more about plaorm-specic
requirements when you actually try to set up Irrlicht on dierent plaorms and development
environments.
Time for action – downloading Irrlicht
The rst step is to download Irrlicht from their ocial homepage. As of the release of this
book the latest version of Irrlicht was 1.7.2. The examples in this book should work ne for

that version and above.
Now, we are going to download Irrlicht and take a look at what the package has to oer out
of the box:
1. Go to the ocial Irrlicht homepage at .
Choose Downloads in the le sidebar and then choose the latest stable release:
www.it-ebooks.info
Installing Irrlicht
[ 10 ]
2. As with all projects hosted on sourceforge, you will then be redirected to a site
where you can choose from a number of mirrors and the closest mirror to your
locaon is selected by default. The download will start in a few seconds.
Contents of the Irrlicht package
Aer the download has nished, extract the le at a locaon of your choice. To extract this
le you need an unpacker. Windows, Linux, and Mac OS X have built-in applicaons for this
task. Another soluon would use a tool like 7zip ( which is an
open source cross-plaorm le archiver:
bin folder
The bin folder, which splits itself into dierent folders named aer plaorms, contains pre-
compiled examples. Only 32-bit binaries for Windows, compiled with Visual Studio, can
be found here and the examples should give you a general idea of what is possible when
using Irrlicht. If you compile an example from the included package in another plaorm or
environment, the compiled executables will be placed here.
doc folder
This contains a complete documentaon of the Irrlicht 3D graphics engine, generated from
the source code through Doxygen. This documentaon is very detailed, but may be a bit
overwhelming for beginners. Since there's no funcon to search in these documents, it's
more convenient to Google a specic funcon of Irrlicht that in turn will point to the online
version of this API documentaon.
www.it-ebooks.info

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