Пример #1
0
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
{
	if (!mesh)
		return; // won't set null mesh

	if (Mesh != mesh)
	{
		if (Mesh)
			Mesh->drop();

		Mesh = mesh;

		// grab the mesh (it's non-null!)
		Mesh->grab();
	}

	// get materials and bounding box
	Box = Mesh->getBoundingBox();

	IMesh* m = Mesh->getMesh(0,0);
	if (m)
	{
		Materials.clear();
		Materials.reallocate(m->getMeshBufferCount());

		for (u32 i=0; i<m->getMeshBufferCount(); ++i)
		{
			IMeshBuffer* mb = m->getMeshBuffer(i);
			if (mb)
				Materials.push_back(mb->getMaterial());
			else
				Materials.push_back(video::SMaterial());
		}
	}

	// clean up joint nodes
	if (JointsUsed)
	{
		JointsUsed=false;
		checkJoints();
	}

	// get start and begin time
//	setAnimationSpeed(Mesh->getAnimationSpeed());
	setFrameLoop(0, Mesh->getFrameCount());
}
void CMeshSceneNode::copyMaterials()
{
	Materials.clear();

	if (Mesh)
	{
		video::SMaterial mat;

		for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
		{
			IMeshBuffer* mb = Mesh->getMeshBuffer(i);
			if (mb)
				mat = mb->getMaterial();

			Materials.push_back(mat);
		}
	}
}
		//! renders the node.
		void CInstancedMeshSceneNode::render()
		{
			if (!IsVisible || !SceneManager->getActiveCamera())
				return;

			if (!baseMesh || baseMesh->getMeshBuffer(0)->getVertexBuffer(1)->getVertexCount() == 0)
				return;

			IMeshBuffer* renderBuffer = baseMesh->getMeshBuffer(0);

			video::IVideoDriver* driver = SceneManager->getVideoDriver();
			driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
			driver->setMaterial(readOnlyMaterial ? material : renderBuffer->getMaterial());

			driver->drawMeshBuffer(renderBuffer);

			// for debug purposes only:
			if (DebugDataVisible)
			{
				video::SMaterial m;
				m.Lighting = false;
				driver->setMaterial(m);

				if (DebugDataVisible & scene::EDS_BBOX)
					driver->draw3DBox(box, video::SColor(255, 255, 255, 255));

				if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
				{
					const u32 size = instanceNodeArray.size();

					for (u32 i = 0; i < size; ++i)
					{
						core::aabbox3df box = renderBuffer->getBoundingBox();
						driver->setTransform(video::ETS_WORLD, instanceNodeArray[i]->getAbsoluteTransformation());
						driver->draw3DBox(box, video::SColor(255, 255, 255, 255));
					}
				}
			}
		}
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
{
    if (!mesh)
        return; // won't set null mesh

    if (Mesh)
        Mesh->drop();

    Mesh = mesh;

    // get materials and bounding box
    Box = Mesh->getBoundingBox();

    IMesh* m = Mesh->getMesh(0,0);
    if (m)
    {
        Materials.clear();

        video::SMaterial mat;
        for (u32 i=0; i<m->getMeshBufferCount(); ++i)
        {
            IMeshBuffer* mb = m->getMeshBuffer(i);
            if (mb)
                mat = mb->getMaterial();

            Materials.push_back(mat);
        }
    }

    // get start and begin time
    setFrameLoop ( 0, Mesh->getFrameCount() );

    // grab the mesh
    if (Mesh)
        Mesh->grab();
}
Пример #5
0
//! creates the tree
bool COctTreeSceneNode::createTree(IMesh* mesh)
{
	if (!mesh)
		return false;

	MeshName = SceneManager->getMeshCache()->getMeshFilename( mesh );

	deleteTree();

	u32 beginTime = os::Timer::getRealTime();

	u32 nodeCount = 0;
	u32 polyCount = 0;

	Box = mesh->getBoundingBox();

	if (mesh->getMeshBufferCount())
	{
		vertexType = mesh->getMeshBuffer(0)->getVertexType();

		switch(vertexType)
		{
		case video::EVT_STANDARD:
			{
				for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
				{
					IMeshBuffer* b = mesh->getMeshBuffer(i);
					if (b->getVertexCount() && b->getIndexCount()) 
					{
						Materials.push_back(b->getMaterial());

						StdMeshes.push_back(OctTree<video::S3DVertex>::SMeshChunk());
						OctTree<video::S3DVertex>::SMeshChunk &nchunk = StdMeshes.getLast();
						nchunk.MaterialId = Materials.size() - 1;

						u32 v;
						nchunk.Vertices.reallocate(b->getVertexCount());
						for (v=0; v<b->getVertexCount(); ++v)
							nchunk.Vertices.push_back(((video::S3DVertex*)b->getVertices())[v]);

						polyCount += b->getIndexCount();

						nchunk.Indices.reallocate(b->getIndexCount());
						for (v=0; v<b->getIndexCount(); ++v)
							nchunk.Indices.push_back(b->getIndices()[v]);
					}
				}

				StdOctTree = new OctTree<video::S3DVertex>(StdMeshes, MinimalPolysPerNode);
				nodeCount = StdOctTree->getNodeCount();
			}
			break;
		case video::EVT_2TCOORDS:
			{
				for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
				{
					IMeshBuffer* b = mesh->getMeshBuffer(i);

					if (b->getVertexCount() && b->getIndexCount()) 
					{
						Materials.push_back(b->getMaterial());
						LightMapMeshes.push_back(OctTree<video::S3DVertex2TCoords>::SMeshChunk());
						OctTree<video::S3DVertex2TCoords>::SMeshChunk& nchunk = LightMapMeshes.getLast();
						nchunk.MaterialId = Materials.size() - 1;

						u32 v;
						nchunk.Vertices.reallocate(b->getVertexCount());
						for (v=0; v<b->getVertexCount(); ++v)
							nchunk.Vertices.push_back(((video::S3DVertex2TCoords*)b->getVertices())[v]);

						polyCount += b->getIndexCount();
						nchunk.Indices.reallocate(b->getIndexCount());
						for (v=0; v<b->getIndexCount(); ++v)
							nchunk.Indices.push_back(b->getIndices()[v]);
					}
				}

				LightMapOctTree = new OctTree<video::S3DVertex2TCoords>(LightMapMeshes, MinimalPolysPerNode);
				nodeCount = LightMapOctTree->getNodeCount();
			}
			break;
		case video::EVT_TANGENTS:
			{
				for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
				{
					IMeshBuffer* b = mesh->getMeshBuffer(i);

					if (b->getVertexCount() && b->getIndexCount()) 
					{
						Materials.push_back(b->getMaterial());
						TangentsMeshes.push_back(OctTree<video::S3DVertexTangents>::SMeshChunk());
						OctTree<video::S3DVertexTangents>::SMeshChunk& nchunk = TangentsMeshes.getLast();
						nchunk.MaterialId = Materials.size() - 1;

						u32 v;
						nchunk.Vertices.reallocate(b->getVertexCount());
						for (v=0; v<b->getVertexCount(); ++v)
							nchunk.Vertices.push_back(((video::S3DVertexTangents*)b->getVertices())[v]);

						polyCount += b->getIndexCount();
						nchunk.Indices.reallocate(b->getIndexCount());
						for (v=0; v<b->getIndexCount(); ++v)
							nchunk.Indices.push_back(b->getIndices()[v]);
					}
				}

				TangentsOctTree = new OctTree<video::S3DVertexTangents>(TangentsMeshes, MinimalPolysPerNode);
				nodeCount = TangentsOctTree->getNodeCount();
			}
			break;
		}
	}

	u32 endTime = os::Timer::getRealTime();
	c8 tmp[255];
	sprintf(tmp, "Needed %ums to create OctTree SceneNode.(%u nodes, %u polys)",
		endTime - beginTime, nodeCount, polyCount/3);
	os::Printer::log(tmp, ELL_INFORMATION);

	return true;
}
Пример #6
0
//! writes a mesh
bool COBJMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	if (!file)
		return false;

	os::Printer::log("Writing mesh", file->getFileName());

	// write OBJ MESH header

	const core::stringc name(FileSystem->getFileBasename(SceneManager->getMeshCache()->getMeshName(mesh), false)+".mtl");
	file->write("# exported by Irrlicht\n",23);
	file->write("mtllib ",7);
	file->write(name.c_str(),name.size());
	file->write("\n\n",2);

	// write mesh buffers

	core::array<video::SMaterial*> mat;

	u32 allVertexCount=1; // count vertices over the whole file
	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		core::stringc num(i+1);
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer && buffer->getVertexCount())
		{
			file->write("g grp", 5);
			file->write(num.c_str(), num.size());
			file->write("\n",1);

			u32 j;
			const u32 vertexCount = buffer->getVertexCount();
			for (j=0; j<vertexCount; ++j)
			{
				file->write("v ",2);
				getVectorAsStringLine(buffer->getPosition(j), num);
				file->write(num.c_str(), num.size());
			}

			for (j=0; j<vertexCount; ++j)
			{
				file->write("vt ",3);
				getVectorAsStringLine(buffer->getTCoords(j), num);
				file->write(num.c_str(), num.size());
			}

			for (j=0; j<vertexCount; ++j)
			{
				file->write("vn ",3);
				getVectorAsStringLine(buffer->getNormal(j), num);
				file->write(num.c_str(), num.size());
			}

			file->write("usemtl mat",10);
			num = "";
			for (j=0; j<mat.size(); ++j)
			{
				if (*mat[j]==buffer->getMaterial())
				{
					num = core::stringc(j);
					break;
				}
			}
			if (num == "")
			{
				num = core::stringc(mat.size());
				mat.push_back(&buffer->getMaterial());
			}
			file->write(num.c_str(), num.size());
			file->write("\n",1);

			const u32 indexCount = buffer->getIndexCount();
			for (j=0; j<indexCount; j+=3)
			{
				file->write("f ",2);
				num = core::stringc(buffer->getIndices()[j+2]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				num = core::stringc(buffer->getIndices()[j+1]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				num = core::stringc(buffer->getIndices()[j+0]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				file->write("\n",1);
			}
			file->write("\n",1);
			allVertexCount += vertexCount;
		}
	}

	if (mat.size() == 0)
		return true;

	file = FileSystem->createAndWriteFile( name );
	if (file)
	{
		os::Printer::log("Writing material", file->getFileName());

		file->write("# exported by Irrlicht\n\n",24);
		for (u32 i=0; i<mat.size(); ++i)
		{
			core::stringc num(i);
			file->write("newmtl mat",10);
			file->write(num.c_str(),num.size());
			file->write("\n",1);

			getColorAsStringLine(mat[i]->AmbientColor, "Ka", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->DiffuseColor, "Kd", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->SpecularColor, "Ks", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->EmissiveColor, "Ke", num);
			file->write(num.c_str(),num.size());
			num = core::stringc(mat[i]->Shininess/0.128f);
			file->write("Ns ", 3);
			file->write(num.c_str(),num.size());
			file->write("\n", 1);
			if (mat[i]->getTexture(0))
			{
				file->write("map_Kd ", 7);
				file->write(mat[i]->getTexture(0)->getName().getPath().c_str(), mat[i]->getTexture(0)->getName().getPath().size());
				file->write("\n",1);
			}
			file->write("\n",1);
		}
		file->drop();
	}
	return true;
}
/* This method has a lot of duplication and overhead. Moreover, the tangents mesh conversion does not really work. I think we need a a proper mesh implementation for octrees, which handle all vertex types internally. Converting all structures to just one vertex type is always problematic.
Thanks to Auria for fixing major parts of this method. */
bool COctreeSceneNode::createTree(IMesh* mesh)
{
	if (!mesh)
		return false;

	MeshName = SceneManager->getMeshCache()->getMeshName(mesh);

    mesh->grab();
	deleteTree();

	Mesh = mesh;

	const u32 beginTime = os::Timer::getRealTime();

	u32 nodeCount = 0;
	u32 polyCount = 0;
	u32 i;

	Box = mesh->getBoundingBox();

	if (mesh->getMeshBufferCount())
	{
		// check for "larger" buffer types
		u32 meshReserve = StdMeshes.size();

		Materials.reallocate(Materials.size()+meshReserve);
		StdMeshesMatID.reallocate(meshReserve);

		for ( i=0; i < mesh->getMeshBufferCount(); ++i)
		{
			IMeshBuffer* b = mesh->getMeshBuffer(i);

			if (b->getVertexBuffer()->getVertexCount() && b->getIndexBuffer()->getIndexCount())
			{
				Materials.push_back(b->getMaterial());

				IMeshBuffer* nchunk = StdMeshes[i];
				StdMeshesMatID.push_back(Materials.size() - 1);

				if (UseVisibilityAndVBOs)
				{
					nchunk->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
					nchunk->setHardwareMappingHint(scene::EHM_DYNAMIC, scene::EBT_INDEX);
				}
				else
					nchunk->setHardwareMappingHint(scene::EHM_STATIC);

				SceneManager->getMeshManipulator()->copyVertices(b->getVertexBuffer(), nchunk->getVertexBuffer(), true);

				polyCount += b->getIndexBuffer()->getIndexCount();
				nchunk->getIndexBuffer()->reallocate(b->getIndexBuffer()->getIndexCount());

				for (u32 v=0; v<b->getIndexBuffer()->getIndexCount(); ++v)
					nchunk->getIndexBuffer()->addIndex(b->getIndexBuffer()->getIndex(v));
			}
		}

		StdOctree = new Octree(StdMeshes, StdMeshesMatID, MinimalPolysPerNode);
		nodeCount = StdOctree->getNodeCount();
	}

	const u32 endTime = os::Timer::getRealTime();
	c8 tmp[255];
	sprintf(tmp, "Needed %ums to create Octree SceneNode.(%u nodes, %u polys)",
		endTime - beginTime, nodeCount, polyCount/3);
	os::Printer::log(tmp, ELL_INFORMATION);

	return true;
}
Пример #8
0
/* This method has a lot of duplication and overhead. Moreover, the tangents mesh conversion does not really work. I think we need a a proper mesh implementation for octrees, which handle all vertex types internally. Converting all structures to just one vertex type is always problematic.
Thanks to Auria for fixing major parts of this method. */
bool COctreeSceneNode::createTree(IMesh* mesh)
{
	if (!mesh)
		return false;

	MeshName = SceneManager->getMeshCache()->getMeshName(mesh);

    mesh->grab();
	deleteTree();

	Mesh = mesh;

	const u32 beginTime = os::Timer::getRealTime();

	u32 nodeCount = 0;
	u32 polyCount = 0;
	u32 i;

	Box = mesh->getBoundingBox();

	if (mesh->getMeshBufferCount())
	{
		// check for "larger" buffer types
		u32 meshReserve = StdMeshes.size();

		Materials.reallocate(Materials.size()+meshReserve);
		StdMeshesMatID.reallocate(meshReserve);

		for ( i=0; i < mesh->getMeshBufferCount(); ++i)
		{
			const scene::IMeshManipulator* meshManipulator = SceneManager->getMeshManipulator();

			IMeshBuffer* meshBuffer = mesh->getMeshBuffer(i);
			IMeshBuffer* nchunk = StdMeshes[i];

			// copy vertices

			video::IVertexDescriptor* srcDescriptor = meshBuffer->getVertexDescriptor();
			video::IVertexDescriptor* dstDescriptor = nchunk->getVertexDescriptor();
			const u32 vbCount = meshBuffer->getVertexBufferCount();

			for (u32 j = 0; j < vbCount; ++j)
				meshManipulator->copyVertices(meshBuffer->getVertexBuffer(j), j, srcDescriptor, nchunk->getVertexBuffer(j), j, dstDescriptor, true);

			// copy indices

			scene::IIndexBuffer* srcIndexBuffer = meshBuffer->getIndexBuffer();
			scene::IIndexBuffer* dstIndexBuffer = nchunk->getIndexBuffer();
			meshManipulator->copyIndices(srcIndexBuffer, dstIndexBuffer);

			// copy material

			Materials.push_back(meshBuffer->getMaterial());
			StdMeshesMatID.push_back(Materials.size() - 1);

			// others

			polyCount += dstIndexBuffer->getIndexCount();

			if (UseVBOs)
			{
				if (UseVisibilityAndVBOs)
				{
					nchunk->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
					nchunk->setHardwareMappingHint(scene::EHM_DYNAMIC, scene::EBT_INDEX);
				}
				else
					nchunk->setHardwareMappingHint(scene::EHM_STATIC);
			}
			else
			{
				nchunk->setHardwareMappingHint(scene::EHM_NEVER);
			}
		}

		StdOctree = new Octree(StdMeshes, StdMeshesMatID, MinimalPolysPerNode);
		nodeCount = StdOctree->getNodeCount();
	}

	const u32 endTime = os::Timer::getRealTime();
	c8 tmp[255];
	sprintf(tmp, "Needed %ums to create Octree SceneNode.(%u nodes, %u polys)",
		endTime - beginTime, nodeCount, polyCount/3);
	os::Printer::log(tmp, ELL_INFORMATION);

	return true;
}
Пример #9
0
int main(int, char**){
	IrrlichtDevice *device;

	//create the irrlicht device	//IrrlichtDevice *device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(1440,900), 32, false, true, true, InputHandler::getInstance());	device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(800,600), 32, false//shadows	 					      ,true, true, InputHandler::getInstance());
	if(device==NULL)return 1;	//create the irrKlang device	// start the sound engine with default parameters
	ISoundEngine* soundEngine = createIrrKlangDevice();
	//ISound* CurrentPlayingSound = 0;
	//ISoundSource* backgroundMusic = soundEngine->addSoundSourceFromFile("../media/sounds/getout.ogg"); 
	//backgroundMusic->setDefaultVolume(0.3f);

	if (!soundEngine){
		printf("Could not startup irrKlang sound engine\n");
		return 0; // error starting up the engine
	}

	//Play some sound while all this is starting, loop it
	//CurrentPlayingSound = soundEngine->play2D("../media/sounds/getout.ogg", true);
	//soundEngine->play2D(backgroundMusic);

	//set the title of the window
	device->setWindowCaption(L"Quake the Can");
	
	//hide the cursor
	device->getCursorControl()->setVisible(false);

	//get the driver, scene manager, and gui environment objects
	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
 
	//Add this back in with the return of the Main GUI
	gui::IGUIEnvironment* guienv = device->getGUIEnvironment();

	driver->setFog(irr::video::SColor(255,25,25,25), true, 0,750, 0, true, true);//set the fog properties


	/***Load the map***/	//load the pk3 file containing the .bsp map file into the engine file system	device->getFileSystem()->addZipFileArchive("../media/map-20kdm2.pk3"); 
	//get the mesh from the map bsp file
	scene::IQ3LevelMesh* mesh = (scene::IQ3LevelMesh*) (smgr->getMesh("maps/20kdm2.bsp"));
 

	//add a scene node for the map
	scene::ISceneNode *mapNode = NULL;//scene node representing the level itself
	mapNode = smgr->addOctTreeSceneNode(

	mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY), 0, -1, 1024);
  
	if(!mesh){throw new std::string("mesh creation error");}
 
	//code i took from an irrlicht tutorial to load in quake 3 shader items
	scene::IMesh * additional_mesh = mesh->getMesh ( quake3::E_Q3_MESH_ITEMS );

	for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i ){
		IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
		const video::SMaterial &material = meshBuffer->getMaterial();

		//! The ShaderIndex is stored in the material parameter
		s32 shaderIndex = (s32) material.MaterialTypeParam2;

		//the meshbuffer can be rendered without additional support, or it has no shader
		const quake3::SShader *shader = mesh->getShader ( shaderIndex );

		if( 0 == shader ){throw new std::string("Error loading shaders");}
		mapNode->addChild((smgr->addQuake3SceneNode ( meshBuffer, shader )));
	}
	
	mesh->releaseMesh ( quake3::E_Q3_MESH_ITEMS );

	if(!mapNode)return 1;


	//CPTODO: get rid of local constant
	mapNode->setPosition(core::vector3df(-1300,-144,-1249));
	mapNode->setMaterialFlag(video::EMF_LIGHTING, true);//enable lighting
	mapNode->setMaterialType(irr::video::EMT_LIGHTMAP_LIGHTING_M4);//set the material property of the map to blend the lightmap with dynamic lighting
	smgr->addSkyDomeSceneNode(driver->getTexture("../media/skydome.jpg"),32,32,1.0f,2.0f); //create the skydome

	mapNode->setMaterialFlag(irr::video::EMF_FOG_ENABLE, true);//enable fogging on the map node


	//create a triangle selector object for the map for use in creating collisions
	irr::scene::ITriangleSelector*  selector = NULL;
	selector = smgr->createOctTreeTriangleSelector(mesh->getMesh(quake3::E_Q3_MESH_GEOMETRY),//map->getMesh(0), 
												   mapNode,128); 
	if(!selector)return 1;
	mapNode->setTriangleSelector(selector);

	{//block containing the game object

	//create game HUD object
	 gameHUD* display = gameHUD::getInstance();
	 display->setVideoDriver(driver);
	//create the game object


	irr::scene::ISceneNode* x = smgr->addCubeSceneNode();
	x->setPosition(vector3df(-400,-41,-42));
	x->setScale(vector3df(45,1,5));
	x->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));
	x->setMaterialTexture(1,driver->getTexture("../media/wall.jpg"));
	x->setMaterialFlag(video::EMF_FOG_ENABLE, true);
	specialWalls.push_back(x);

	irr::scene::ISceneNode* x2 = smgr->addCubeSceneNode();
	x2->setPosition(vector3df(-400,-41,232));
	x2->setScale(vector3df(45,.9,5));
	x2->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));
	x2->setMaterialFlag(video::EMF_FOG_ENABLE, true);
	specialWalls.push_back(x2);

	irr::scene::ISceneNode* x3 = smgr->addCubeSceneNode();
	x3->setPosition(vector3df(-603,-41,104));
	x3->setScale(vector3df(5,.95,45));
	x3->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));
	x3->setMaterialFlag(video::EMF_FOG_ENABLE, true);
	specialWalls.push_back(x3);


	x3 = smgr->addCubeSceneNode();
	x3->setPosition(vector3df(825,-41,104));
	x3->setScale(vector3df(5,1.25,45));
	x3->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));
	x3->setMaterialFlag(video::EMF_FOG_ENABLE, true);
	specialWalls.push_back(x3);


	x = smgr->addCubeSceneNode();	x->setPosition(vector3df(-400+1000,-41,-42));	x->setScale(vector3df(45,1.05,5));	x->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));	x->setMaterialTexture(1,driver->getTexture("../media/wall.jpg"));	x->setMaterialFlag(video::EMF_FOG_ENABLE, true);	specialWalls.push_back(x);

	x2 = smgr->addCubeSceneNode();	x2->setPosition(vector3df(-400+1000,-41,232));	x2->setScale(vector3df(45,.95,5));	x2->setMaterialTexture(0,driver->getTexture("../media/wall.jpg"));	x2->setMaterialFlag(video::EMF_FOG_ENABLE, true);	specialWalls.push_back(x2);
	ktcGame game(device, selector, display);	/*******************************************************/	/***************GAME UPDATE LOOP************************/	/*******************************************************/	while(device->run()){				//run update on the message handler to send any delayed messges that have passed their time stamp		MsgHandler->update(device->getTimer());
		game.update(device->getTimer());

		//this has been taken out for planning based on menu system 
		guienv->drawAll();
		
		if(InputHandler::getInstance()->EXIT_MESSAGE)
			break;
	}

	}//scope containing the game
	
	//device->drop();
	//soundEngine->drop();
	return 0;
}