#includeusing namespace irr; int main() { video::E_DRIVER_TYPE driverType = video::EDT_OPENGL; IrrlichtDevice *device = createDevice(driverType, core::dimension2d (640, 480)); if (device == nullptr) return 1; video::IVideoDriver *driver = device->getVideoDriver(); scene::ISceneManager *smgr = device->getSceneManager(); scene::IAnimatedMesh *mesh = smgr->getMesh("cube.obj"); scene::IAnimatedMeshSceneNode *node = smgr->addAnimatedMeshSceneNode(mesh); node->setMaterialFlag(video::EMF_LIGHTING, false); node->setRotation(core::vector3df(0, 45, 0)); while (device->run()) { driver->beginScene(true, true, video::SColor(255, 100, 101, 140)); smgr->drawAll(); driver->endScene(); } device->drop(); return 0; }
#includeThis example shows how to load a texture and apply it to a mesh, and how to create and position a camera in the scene. The texture and mesh files are loaded from disk using the video driver and scene manager respectively. Package library: Irrlichtusing namespace irr; int main() { video::E_DRIVER_TYPE driverType = video::EDT_OPENGL; IrrlichtDevice *device = createDevice(driverType, core::dimension2d (640, 480)); if (device == nullptr) return 1; video::IVideoDriver *driver = device->getVideoDriver(); scene::ISceneManager *smgr = device->getSceneManager(); driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); scene::IAnimatedMesh *mesh = smgr->getMesh("box.obj"); scene::IAnimatedMeshSceneNode *node = smgr->addAnimatedMeshSceneNode(mesh); video::ITexture *texture = driver->getTexture("box.png"); node->setMaterialTexture(0, texture); scene::ICameraSceneNode *camera = smgr->addCameraSceneNode(); camera->setPosition(core::vector3df(-5, 5, -5)); camera->setTarget(core::vector3df(0, 0, 0)); while (device->run()) { driver->beginScene(true, true, video::SColor(255, 100, 101, 140)); smgr->drawAll(); driver->endScene(); } device->drop(); return 0; }