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 — decreasing the texture count


By using the previous code we are going to reduce the texture count of our compositor.

  1. We need a new compositor, this time with only one texture:

    compositor Compositor5
    {
    technique
    {
    texture scene target_width target_height PF_R8G8B8
    
  2. Then fill the texture with the rendered scene:

    target scene
    {
    input previous
    }
    
  3. Use this texture as the input texture as well as the output texture:

    target scene
    {
    pass render_quad
    {
    material Ogre3DBeginnersGuide/Comp2
    input 0 scene
    }
    }
    
  4. Again, use this texture as input for the final rendering:

    target_output
    {
    input none
    pass render_quad
    {
    material Ogre3DBeginnersGuide/Comp3
    input 0 scene
    }
    }
    
  5. Add the missing parenthesis:

    }
    }
    
  6. Compile and run the application. The result will be the same, but this time we only use one texture.

What just happened?

We changed our compositor to only use one texture and discovered that we can use a texture more than once in a compositor. We also found out that we can use it as input and output...