Description | Hierarchy | Fields | Methods | Properties |
type TIrrlichtCreationParameters = record
Structure for holding Irrlicht Device creation parameters.
DeviceType: TDeviceType; |
DriverType: TVideoDriverType; |
WindowSize: TSize; |
BitsPerPixel: Byte; |
ZBufferBits: Byte; |
FullScreen: BoolType; |
StencilBuffer: BoolType; |
VSync: BoolType; |
AntiAliasing: Byte; |
WithAlphaChannel: BoolType; |
DoubleBuffer: BoolType; |
IgnoreInput: BoolType; |
StereoBuffer: BoolType; |
HighPrecisionFPU: BoolType; |
EventReceiver: TCustomEventReceiver; |
Window: Pointer; |
LogLevel: EnumType; |
class function Defaults: TIrrlichtCreationParameters; static; |
DeviceType: TDeviceType; |
Type of the device. |
DriverType: TVideoDriverType; |
Type of video driver used to render graphics. |
WindowSize: TSize; |
Size of the window or the video mode in fullscreen mode. |
BitsPerPixel: Byte; |
Minimum Bits per pixel of the color buffer in fullscreen mode. |
ZBufferBits: Byte; |
Minimum Bits per pixel of the depth buffer. |
FullScreen: BoolType; |
Should be set to true if the device should run in |
StencilBuffer: BoolType; |
Specifies if the stencil buffer should be enabled. |
VSync: BoolType; |
Specifies vertical syncronisation. |
AntiAliasing: Byte; |
Specifies if the device should use fullscreen anti aliasing. |
WithAlphaChannel: BoolType; |
Whether the main framebuffer uses an alpha channel. |
DoubleBuffer: BoolType; |
Whether the main framebuffer uses doublebuffering. |
IgnoreInput: BoolType; |
Specifies if the device should ignore input events. |
StereoBuffer: BoolType; |
Specifies if the device should use stereo buffers. |
HighPrecisionFPU: BoolType; |
Specifies if the device should use high precision FPU setting. |
EventReceiver: TCustomEventReceiver; |
A user created event receiver. |
Window: Pointer; |
while Run do begin VideoDriver.BeginScene(True, True, 0); SceneManager.DrawAll; VideoDriver.EndScene; end; Instead of this, you can also simply use your own message loop using GetMessage, DispatchMessage and whatever. Calling IrrlichtDevice::run() will cause Irrlicht to dispatch messages internally too. You need not call Device->run() if you want to do your own message dispatching loop, but Irrlicht will not be able to fetch user input then and you have to do it on your own using the var msg: MSG; ... while True do begin if PeekMessage(@msg, nil, 0, 0, PM_REMOVE) <> 0 then begin TranslateMessage(@msg); DispatchMessage(@msg); if msg.message = WM_QUIT then break; end; // increase virtual timer time Timer.Tick; // draw engine picture VideoDriver.BeginScene(True, True, 0); SceneManager.DrawAll; VideoDriver.EndScene; end; However, there is no need to draw the picture this often. Just do it how you like. |
LogLevel: EnumType; |
Specifies the logging level used in the logging interface. |
class function Defaults: TIrrlichtCreationParameters; static; |