Book Image

OGRE 3D 1.7 Beginner's Guide

Book Image

OGRE 3D 1.7 Beginner's Guide

Overview of this book

Want to make your own 3D applications, simulations, and games? OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so! OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks. After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.
Table of Contents (17 chapters)
Ogre 3D 1.7
Credits
About the Author
About the Reviewers
Preface
Index

Time for action — using our own rendering loop


Using the code from before we are now going to use our own rendering loop.

  1. Our application needs to know if it should keep running or not; add a Boolean as a private member of the application to remember the state:

    bool _keepRunning;
    
  2. Remove the startRendering function call in the startup function.

  3. Add a new function called renderOneFrame, which calls the renderOneFrame function of the root instance and saves the return value in the _keepRunning member variable. Before this call, add a function to process all window events:

    void renderOneFrame()
    {
    Ogre::WindowEventUtilities::messagePump();
    _keepRunning = _root->renderOneFrame();
    }
    
  4. Add a getter for the _keepRunning member variable:

    bool keepRunning()
    {
    return _keepRunning;
    }
    
  5. Add a while loop to the main function, which keeps running as long as the keepRunning function returns true. In the body of the loop, call the renderOneFrame function of the application.

    while(app.keepRunning())
    {
    app.renderOneFrame...