irr_core_dimension2d_u32 windowSize = {640, 480};
irr_IrrlichtDevice *device =
irr_createDevice(irr_video_EDT_SOFTWARE, &windowSize, 16,
- 0, 0, 0);
+ false, false, false);
if (!device)
{
irr_core_rect_s32 box = {10, 10, 260, 22};
irr_gui_addStaticText(guienv,
"Hello World! This is the Irrlicht Software renderer!",
- &box, 1, 1, NULL, -1, 0);
+ &box, true, true, NULL, -1, false);
// load a quake2 mesh
irr_scene_IAnimatedMesh* mesh = irr_scene_getMesh(smgr, "media/sydney.md2");
}
irr_scene_IAnimatedMeshSceneNode* node =
irr_scene_addAnimatedMeshSceneNode(smgr, mesh, NULL, -1,
- NULL, NULL, NULL, 0);
+ NULL, NULL, NULL, false);
if (node)
{
- irr_scene_setMaterialFlag(node, irr_video_EMF_LIGHTING, 0);
+ irr_scene_setMaterialFlag(node, irr_video_EMF_LIGHTING, false);
irr_scene_setMD2Animation(node, irr_scene_EMAT_STAND);
irr_video_ITexture* texture = irr_video_getTexture(driver, "media/sydney.bmp");
irr_scene_setMaterialTexture(node, 0, texture);
// camera
irr_core_vector3df position = {0, 30, -40};
irr_core_vector3df lookat = {0, 5, 0};
- irr_scene_addCameraSceneNode(smgr, NULL, &position, &lookat, -1, 1);
+ irr_scene_addCameraSceneNode(smgr, NULL, &position, &lookat, -1, true);
// loop
irr_video_SColor bgcolor = {255, 100, 101, 140};
while (irr_run(device))
{
- irr_video_beginScene(driver, 1, 1, &bgcolor, NULL, NULL);
+ irr_video_beginScene(driver, true, true, &bgcolor, NULL, NULL);
irr_gui_drawAll(guienv);
irr_scene_drawAll(smgr);
irr_video_endScene(driver);