mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-01 17:38:41 +00:00
Remove BMP image support (#15434)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
This commit is contained in:
parent
46f0baff09
commit
11837d4623
11 changed files with 6 additions and 713 deletions
|
@ -36,119 +36,6 @@
|
|||
#include "SIrrCreationParameters.h"
|
||||
#include "IrrCompileConfig.h" // for IRRLICHT_API and IRRCALLCONV
|
||||
|
||||
/*! \mainpage Irrlicht Engine 1.9 API documentation
|
||||
*
|
||||
* <div align="center"><img src="logobig.png" ></div>
|
||||
*
|
||||
* \section intro Introduction
|
||||
*
|
||||
* Welcome to the Irrlicht Engine API documentation.
|
||||
* 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
|
||||
* <A HREF="http://irrlicht.sourceforge.net" >irrlicht.sourceforge.net</A>
|
||||
* or inside the SDK in the examples directory.
|
||||
*
|
||||
* 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.org).
|
||||
*
|
||||
*
|
||||
* \section links Links
|
||||
*
|
||||
* <A HREF="namespaces.html">Namespaces</A>: A very good place to start reading
|
||||
* the documentation.<BR>
|
||||
* <A HREF="annotated.html">Class list</A>: List of all classes with descriptions.<BR>
|
||||
* <A HREF="functions.html">Class members</A>: Good place to find forgotten features.<BR>
|
||||
*
|
||||
* \section irrexample Short example
|
||||
*
|
||||
* 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:
|
||||
*
|
||||
* \code
|
||||
* #include <irrlicht.h>
|
||||
* // include a bunch of other stuff...
|
||||
*
|
||||
* using namespace irr;
|
||||
*
|
||||
* int main()
|
||||
* {
|
||||
* // start up the engine
|
||||
* IrrlichtDevice *device = createDevice(video::EDT_OPENGL,
|
||||
* core::dimension2d<u32>(640,480));
|
||||
*
|
||||
* video::IVideoDriver* driver = device->getVideoDriver();
|
||||
* scene::ISceneManager* scenemgr = device->getSceneManager();
|
||||
*
|
||||
* device->setWindowCaption(L"Hello World!");
|
||||
*
|
||||
* // load and show quake2 .md2 model
|
||||
* scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(
|
||||
* scenemgr->getMesh("quake2model.md2"));
|
||||
*
|
||||
* // if everything worked, add a texture and disable lighting
|
||||
* if (node)
|
||||
* {
|
||||
* node->setMaterialTexture(0, driver->getTexture("texture.bmp"));
|
||||
* node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
* }
|
||||
*
|
||||
* // add a first person shooter style user controlled camera
|
||||
* scenemgr->addCameraSceneNodeFPS();
|
||||
*
|
||||
* // draw everything
|
||||
* while(device->run() && driver)
|
||||
* {
|
||||
* driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,0,0,255));
|
||||
* scenemgr->drawAll();
|
||||
* driver->endScene();
|
||||
* }
|
||||
*
|
||||
* // delete device
|
||||
* device->drop();
|
||||
* return 0;
|
||||
* }
|
||||
* \endcode
|
||||
*
|
||||
* Irrlicht can load a lot of file formats automatically, 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:
|
||||
*
|
||||
* \code
|
||||
* // add .pk3 archive to the file system
|
||||
* device->getFileSystem()->addZipFileArchive("quake3map.pk3");
|
||||
*
|
||||
* // load .bsp file and show it using an octree
|
||||
* scenemgr->addOctreeSceneNode(
|
||||
* scenemgr->getMesh("quake3map.bsp"));
|
||||
* \endcode
|
||||
*
|
||||
* 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
|
||||
* <A HREF="namespaces.html"> namespaces page</A>.
|
||||
* 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:
|
||||
* \code
|
||||
* using namespace core;
|
||||
* using namespace scene;
|
||||
* using namespace video;
|
||||
* using namespace io;
|
||||
* using namespace gui;
|
||||
* \endcode
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
//! Everything in the Irrlicht Engine can be found in this namespace.
|
||||
namespace irr
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue