IRRLICHT DOCUMENTATION PDF

Everything in the Irrlicht Engine can be found in this namespace. All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here. Definition at line 31 of file irrTypes. Definition at line of file irrTypes.

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Everything in the Irrlicht Engine can be found in this namespace. All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, The video namespace contains classes for accessing the video driver.

All 2d and 3d rendering is done here. Definition at line 31 of file irrTypes. Definition at line of file irrTypes. Should the wide character version of the FileSystem be used it is a 16 bit character variable. Used for unicode Filesystem and unicode strings. Else it is a 8 bit character variable. Used for ansi Filesystem and non-unicode strings.

Definition at line of file irrlicht. Definition at line 48 of file irrTypes. Definition at line 66 of file irrTypes. Definition at line 96 of file irrTypes. Definition at line 26 of file irrTypes. Definition at line 40 of file irrTypes. Definition at line 58 of file irrTypes. Definition at line 82 of file irrTypes. Definition at line 18 of file irrTypes. Best used with embedded devices and mobile systems. Does not need X11 or other graphical subsystems.

This device allows applications to run from the command line without opening a window. It only supports mouse and keyboard in Windows operating systems. If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native to your operating system. If this is unavailable then the X11, SDL and then console device will be tried. This ensures that Irrlicht will run even if your platform is unsupported, although it may not be able to render anything. Definition at line 12 of file EDeviceTypes.

Definition at line of file IEventReceiver. When a GUI element receives an event it will either process it and return true, or pass the event to its parent. If an event is not absorbed before it reaches the root element then it will then be passed to the user receiver. Mouse events are created by the device and passed to IrrlichtDevice::postEventFromUser in response to mouse input received from the operating system.

Mouse events are first passed to the user receiver, then to the GUI environment and its elements, then finally the input receiving scene manager where it is passed to the active camera. Like mouse events, keyboard events are created by the device and passed to IrrlichtDevice::postEventFromUser. They take the same path as mouse events.

Joystick events are created by polling all connected joysticks once per device run and then passing the events to IrrlichtDevice::postEventFromUser. Windows, SDL: Implemented. Linux: Implemented, with POV hat issues.

Log events are only passed to the user receiver if there is one. If they are absorbed by the user receiver then no text will be sent to the console. This is not used by Irrlicht and can be used to send user specific data though the system.

MacOS: Not yet implemented. This enum is never used, it only forces the compiler to compile these enumeration values to 32 bit. Definition at line 15 of file IEventReceiver. Definition at line 14 of file SKeyMap. Definition at line 11 of file Keycodes. Possible log levels. Definition at line 17 of file ILogger. The mouse wheel was moved. Use Wheel value in event data to find out in what direction and how fast.

Left mouse button double click. Right mouse button double click. Middle mouse button double click. Left mouse button triple click. Right mouse button triple click.

Middle mouse button triple click. Definition at line 74 of file IEventReceiver. If you need more parameters to be passed to the creation of the Irrlicht Engine device, use the createDeviceEx function. Usually you should used createDevice for creating an Irrlicht Engine device. Use this function only if you wish to specify advanced parameters like a window handle in which the device should be created.

Irrlicht 3D Engine. Namespaces Classes Typedefs Enumerations Functions. Namespaces namespace core Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace. Classes class IEventReceiver Interface of an object which can receive events. You can create it with createDevice or createDeviceEx. See irr::IEventReceiver for details on event handling. Typedefs typedef char c8 8 bit character variable. Used for example in the FPS Camera. The Irrlicht device is the root object for using the engine.

Detailed Description Everything in the Irrlicht Engine can be found in this namespace. As of Irrlicht 1. You should consider position2d to be deprecated, and use vector2d by preference. This is a typedef for char, it ensures portability of the engine. This is a typedef for float, it ensures portability of the engine. This is a typedef for double, it ensures portability of the engine.

Type name for character type used by the file system. Used for ansi Filesystem and non-unicode strings Definition at line of file irrTypes. This is a typedef for signed short, it ensures portability of the engine. This is a typedef for signed int, it ensures portability of the engine.

This is a typedef for 64bit int, it ensures portability of the engine. This is a typedef for signed char, it ensures portability of the engine. This is a typedef for unsigned short, it ensures portability of the engine. This is a typedef for unsigned int, it ensures portability of the engine. This is a typedef for 64bit uint, it ensures portability of the engine.

This is a typedef for unsigned char, it ensures portability of the engine. An enum for the different device types supported by the Irrlicht Engine. Masks for mouse button states. Enumeration for all event types there are. It only forces this enumeration to compile in 32 bit. Enumeration for all mouse input events.

Just for convenience to get number of events. Creates an Irrlicht device. Parameters: deviceType,: Type of the device. Ignored if windowed mode.

Otherwise the device runs in windowed mode. Set this to true, if you want the engine be able to draw stencil buffer shadows. Note that not all devices are able to use the stencil buffer. If they don't no shadows will be drawn. Returns: Returns pointer to the created IrrlichtDevice or null if the device could not be created.

Creates an Irrlicht device with the option to specify advanced parameters.

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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.

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Package: libirrlicht-doc (1.8.4+dfsg1-1.1)

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.

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