Book Image

OGRE 3D 1.7 Application Development Cookbook

By : Ilya Grinblat, Alex Peterson
Book Image

OGRE 3D 1.7 Application Development Cookbook

By: Ilya Grinblat, Alex Peterson

Overview of this book

<p>OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics.</p> <p>Graphics application development with OGRE 3D may start small, but may soon balloon into monstrously complex beasts, which just can't be all understood at once. This book will help you to easily develop applications using OGRE 3D.<br /><br /><i>OGRE 3D 1.7 Application Development Cookbook</i> will help solve common problems you may face while developing 3D graphics applications using OGRE 3D. You will learn to create various types of Windows applications, scene querying, and visibility analysis among other things from this book.</p> <p>This book includes some advanced recipes involved in developing applications with OGRE 3D. Each recipe deals with adding some specific feature to your application.</p> <p>The book first covers creating various types of Windows applications available for the OGRE developer, creating plugins for customization, and OGRE resources management. You will then learn to efficiently implement various input methods for OGRE applications followed by managing scenes and objects impressively. Lights, special effects, and materials that provide enhancing effects are covered next. Further, character motion and collision detection are included followed by animations and multimedia, which help in producing a thorough professional look. Finally, we wrap it up with scene queries and views.</p> <p><i>OGRE 3D 1.7 Application Development Cookbook</i> provides a great reference for your OGRE 3D application development needs and helps you to deliver impressive results more quickly and with greater ease.</p>
Table of Contents (15 chapters)
OGRE 3D 1.7 Application Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Creating manual objects


In this recipe, we'll show you how to create a Mebius mesh with multiple sections, using a ManualObject. We'll also add menu items to our application's user interface, so that the user can change the material used by each section at runtime.

Getting ready

To follow along with this recipe, open the solution located in the Recipes/Chapter03/ManualObject folder in the code bundle available on the Packt website.

How to do it...

  1. 1. First, we create an MFC Ogre application named ManualObject.

  2. 2. Next, we create a Mebius mesh with multiple sections using code similar to what we used in the Creating a custom resource manager recipe, from Chapter 1, Delving Deep into Application Design. The Materials array contains the names of all the materials we will be using.

    Ogre::String Materials[] = 
    {
      "Examples/SphereMappedRustySteel",
      "Examples/OgreLogo",
      "Examples/BeachStones",
      "Examples/TrippySkyBox",
      "Examples/SpaceSkyBox",
      "Examples/DynamicCubeMap",
      "Examples/RustySteel...