Irrlicht & MinGW - Returning 1

I used the example code from the Irrlicht examples folder, linked to the DLL via libIrrlicht.a, included all of the neccessary headers, etc. Why is it returning 1? Even the graphics are in the correct place!

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#include "include/irrlicht.h"
#include "include/driverChoice.h"

using namespace irr;

#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif


class MyEventReceiver : public IEventReceiver
{
public:

	MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
		Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
	{
		Skybox->setVisible(showBox);
		Skydome->setVisible(!showBox);
	}

	bool OnEvent(const SEvent& event)
	{
		// check if user presses the key 'W' or 'D'
		if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
		{
			switch (event.KeyInput.Key)
			{
			case irr::KEY_KEY_W: // switch wire frame mode
				Terrain->setMaterialFlag(video::EMF_WIREFRAME,
						!Terrain->getMaterial(0).Wireframe);
				Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
				return true;
			case irr::KEY_KEY_P: // switch wire frame mode
				Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
						!Terrain->getMaterial(0).PointCloud);
				Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
				return true;
			case irr::KEY_KEY_D: // toggle detail map
				Terrain->setMaterialType(
					Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
					video::EMT_DETAIL_MAP : video::EMT_SOLID);
				return true;
			case irr::KEY_KEY_S: // toggle skies
				showBox=!showBox;
				Skybox->setVisible(showBox);
				Skydome->setVisible(!showBox);
				return true;
			case irr::KEY_KEY_X: // toggle debug information
				showDebug=!showDebug;
				Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
				return true;
			default:
				break;
			}
		}

		return false;
	}

private:
	scene::ISceneNode* Terrain;
	scene::ISceneNode* Skybox;
	scene::ISceneNode* Skydome;
	bool showBox;
	bool showDebug;
};

int main()
{
	// ask user for driver
	video::E_DRIVER_TYPE driverType=driverChoiceConsole();
	if (driverType==video::EDT_COUNT)
		return 1;

	// create device with full flexibility over creation parameters
	// you can add more parameters if desired, check irr::SIrrlichtCreationParameters
	irr::SIrrlichtCreationParameters params;
	params.DriverType=driverType;
	params.WindowSize=core::dimension2d<u32>(640, 480);
	IrrlichtDevice* device = createDeviceEx(params);

	if (device == 0)
		return 1; // could not create selected driver.


	/*
	First, we add standard stuff to the scene: A nice irrlicht engine
	logo, a small help text, a user controlled camera, and we disable
	the mouse cursor.
	*/

	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
	gui::IGUIEnvironment* env = device->getGUIEnvironment();

	driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);

	// add irrlicht logo
	env->addImage(driver->getTexture("media/irrlichtlogo2.png"),
		core::position2d<s32>(10,10));

	//set other font
	env->getSkin()->setFont(env->getFont("media/fontlucida.png"));

	// add some help text
	env->addStaticText(
		L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
		core::rect<s32>(10,421,250,475), true, true, 0, -1, true);

	// add camera
	scene::ICameraSceneNode* camera =
		smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);

	camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
	camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
	camera->setFarValue(42000.0f);

	// disable mouse cursor
	device->getCursorControl()->setVisible(false);
	
	// add terrain scene node
	scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
		"media/terrain-heightmap.bmp",
		0,					// parent node
		-1,					// node id
		core::vector3df(0.f, 0.f, 0.f),		// position
		core::vector3df(0.f, 0.f, 0.f),		// rotation
		core::vector3df(40.f, 4.4f, 40.f),	// scale
		video::SColor ( 255, 255, 255, 255 ),	// vertexColor
		5,					// maxLOD
		scene::ETPS_17,				// patchSize
		4					// smoothFactor
		);

	terrain->setMaterialFlag(video::EMF_LIGHTING, false);

	terrain->setMaterialTexture(0,
			driver->getTexture("media/terrain-texture.jpg"));
	terrain->setMaterialTexture(1,
			driver->getTexture("media/detailmap3.jpg"));

	terrain->setMaterialType(video::EMT_DETAIL_MAP);

	terrain->scaleTexture(1.0f, 20.0f);

	// create triangle selector for the terrain
	scene::ITriangleSelector* selector
		= smgr->createTerrainTriangleSelector(terrain, 0);
	terrain->setTriangleSelector(selector);

	// create collision response animator and attach it to the camera
	scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
		selector, camera, core::vector3df(60,100,60),
		core::vector3df(0,0,0),
		core::vector3df(0,50,0));
	selector->drop();
	camera->addAnimator(anim);
	anim->drop();

	/* If you need access to the terrain data you can also do this directly via the following code fragment.
	*/
	scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
	terrain->getMeshBufferForLOD(*buffer, 0);
	video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
	// Work on data or get the IndexBuffer with a similar call.
	buffer->drop(); // When done drop the buffer again.

	// create skybox and skydome
	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
		driver->getTexture("media/irrlicht2_up.jpg"),
		driver->getTexture("media/irrlicht2_dn.jpg"),
		driver->getTexture("media/irrlicht2_lf.jpg"),
		driver->getTexture("media/irrlicht2_rt.jpg"),
		driver->getTexture("media/irrlicht2_ft.jpg"),
		driver->getTexture("media/irrlicht2_bk.jpg"));
	scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);

	// create event receiver
	MyEventReceiver receiver(terrain, skybox, skydome);
	device->setEventReceiver(&receiver);

	/*
	That's it, draw everything.
	*/

	int lastFPS = -1;

	while(device->run())
	if (device->isWindowActive())
	{
		driver->beginScene(true, true, 0 );

		smgr->drawAll();
		env->drawAll();

		driver->endScene();

		// display frames per second in window title
		int fps = driver->getFPS();
		if (lastFPS != fps)
		{
			core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
			str += driver->getName();
			str += "] FPS:";
			str += fps;
			// Also print terrain height of current camera position
			// We can use camera position because terrain is located at coordinate origin
			str += " Height: ";
			str += terrain->getHeight(camera->getAbsolutePosition().X,
					camera->getAbsolutePosition().Z);

			device->setWindowCaption(str.c_str());
			lastFPS = fps;
		}
	}

	device->drop();

	return 0;
}

/*
Now you know how to use terrain in Irrlicht.
**/
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