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Index
Ogre 3D 1.7
Ogre 3D 1.7 Credits About the Author About the Reviewers Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Errata Piracy Questions
1. Installing Ogre 3D
Downloading and installing Ogre 3D Time for action — downloading and installing Ogre 3D
What just happened? Different versions of the Ogre 3D SDK Exploring the SDK
The Ogre 3D samples Time for action — building the Ogre 3D samples
What just happened? Pop quiz — which post effects are shown in the samples
The first application with Ogre 3D Time for action — starting the project and configuring the IDE
What just happened? ExampleApplication Pop quiz — which libraries to link
Loading the first model Time for action — loading a model
What just happened? Pop quiz — ExampleApplication and how to display a model
Summary
2. The Ogre Scene Graph
Creating a scene node Time for action — creating a scene node with Ogre 3D
What just happened? How to work with the RootSceneNode 3D space Scene graph Pop quiz — finding the position of scene nodes
Setting the position of a scene node Time for action — setting the position of a scene node
What just happened? Pop quiz — playing with scene nodes Have a go hero — adding a Sinbad
Rotating a scene node Time for action — rotating a scene node
What just happened? Pop quiz — rotating a scene node Have a go hero — using Ogre::Degree
Scaling a scene node Time for action — scaling a scene node
What just happened? Pop quiz — creating child scene nodes Have a go hero — using createChildSceneNode()
Using a scene graph the clever way Time for action — building a tree using scene nodes
What just happened? Pop quiz — even more about the scene graph
Have a go hero — adding a following ninja Different spaces in a scene Time for action — translating in World space
What just happened? Different spaces in a 3D scene
Translating in local space Time for action — translating in local and parent space
What just happened? Pop quiz — Ogre 3D and spaces Have a go hero — adding symmetry
Rotating in different spaces Time for action — rotating in different spaces
What just happened?
Scaling in different spaces Summary
3. Camera, Light, and Shadow
Creating a plane Time for action — creating a plane
What just happened? Representing models in 3D
Adding a point light Time for action — adding a point light
What just happened? Have a go hero — adding a second point light
Adding a spotlight Time for action — creating a spotlight
What just happened? Spotlights Pop quiz — different light sources Have a go hero — mixing light colors
Directional lights Time for action — creating a directional light
What just happened? Pop quiz — different light types
The missing thing Time for action — finding out what's missing
What just happened?
Adding shadows Time for action — adding shadows
What just happened?
Creating a camera Time for action — creating a camera
What just happened? Have a go hero — doing more with the thing
Creating a viewport Time for action — doing something that illustrates the thing "in action"
What just happened? Have a go hero — playing with different aspect ratio
Summary
4. Getting User Input and Using the Frame Listener
Preparing a scene Time for action — preparing a scene
What just happened?
Adding movement to the scene Time for action — adding movement to the scene
What just happened? FrameListener Pop quiz — design pattern of FrameListener
Modifying the code to be time based rather than frame based Time for action — adding time-based movement
What just happened? Pop quiz — the difference between time- and frame-based movement Have a go hero — adding a second model
Adding input support Time for action — adding input support
What just happened? Window handle Pop quiz — window questions
Adding movement to the model Time for action — controlling Sinbad
What just happened? Have a go hero — using a speed factor for movement
Adding a camera Time for action — making the camera work again
What just happened? Mouse state Pop quiz — capturing the input Have a go hero — playing with the example
Adding wireframe and point render mode Time for action — adding wireframe and point render mode
What just happened?
Adding a timer Time for action — adding a timer
What just happened? Have a go hero — changing the input mode
Summary
5. Animating models with Ogre 3D
Adding animations Time for action — adding animations
What just happened? Pop quiz — the importance of time Have a go hero — adding a second model
Playing two animations at the same time Time for action — adding a second animation
What just happened? Have a go hero — adding a factor to the animation speed
Let's walk a bit Time for action — combining user control and animation
What just happened?
Adding swords Time for action — adding swords
What just happened? Animations
Printing all the animations a model has Time for action — printing all animations
What just happened?
Summary
6. Scene Managers
Starting with a blank sheet Time for action — creating a blank sheet
What just happened?
Getting the scene manager's type Time for action — printing the scene manager's type
What just happened? What does a scene manger do? Octree
Another scene manager type Time for action — using another scene manager
What just happened? ResourceManager setWorldGeometry
Creating our own model Time for action — creating a model for displaying blades of grass
What just happened? Manual object Texture mapping Have a go hero — playing with the manual object
Adding volume to the blades of grass Time for action — using more triangles for volume
What just happened?
Creating a field of grass Time for action — building a field of grass
What just happened?
Exploring the name scheme Time for action — printing the names
What just happened?
Static geometry Time for action — using static geometry
What just happened? Rendering pipeline Indices
Summary
7. Materials with Ogre 3D
Creating a white quad Time for action — creating the quad
What just happened?
Creating our own material Time for action — creating a material
What just happened? Materials Have a go hero — creating another material
Texture coordinates take two Time for action — preparing our quad
What just happened?
Using the wrapping mode with another texture Time for action — adding a rock texture
What just happened?
Using another texture mode Time for action — adding a rock texture
What just happened?
Using the mirror mode Time for action — using the mirror mode
What just happened?
Using the border mode Time for action — using the border mode
What just happened?
Changing the border color Time for action — changing the border color
What just happened? Pop quiz — texture modes Have a go hero — Using texture modes
Scrolling a texture Time for action — preparing to scroll a texture
What just happened?
Time for action — scrolling a texture
What just happened?
Animated scrolling Time for action — adding animated scrolling
What just happened?
Inheriting materials Time for action — inheriting from a material
What just happened?
Fixed Function Pipeline and shaders
Render Pipeline
Time for action — our first shader application
What just happened? Writing a shader
Texturing with shaders Time for action — using textures in shaders
What just happened? What happens in the render pipeline? Have a go hero — combining color and texture coordinates
Interpolating color values Time for action — using colors to see interpolation
What just happened?
Replacing the quad with a model Time for action — replacing the quad with a model
What just happened?
Making the model pulse on the x-axis Time for action — adding a pulse
What just happened?
Summary
8. The Compositor Framework
Preparing a scene Time for action — preparing the scene
What just happened?
Adding the first compositor Time for action — adding a compositor
What just happened? How the compositor works
Modifying the texture Time for action — modifying the texture
What just happened?
Inverting the image Time for action — inverting the image
What just happened?
Combining compositors Time for action — combining two compositor effects
What just happened?
Decreasing the texture count Time for action — decreasing the texture count
What just happened?
Combining compositors in code Time for action — combing two compositors in code
What just happened? Have a go hero — swapping the green and blue color channels
Something more complex Time for action — complex compositor
What just happened?
Changing the number of pixels Time for action — putting the number of pixels in the material
What just happened? Have a go hero — trying different numbers of pixels
Setting the variable in code Time for action — setting the variable from the application
What just happened?
Changing the number of pixels while running the application Time for action — modifying the number of pixels with user input
What just happened? Have a go hero — reducing parameter changes
Adding a split screen Time for action — adding a split screen
What just happened? Have a go hero — doing more with viewports
Putting it all together Time for action — selecting a color channel
What just happened?
Summary
9. The Ogre 3D Startup Sequence
Starting Ogre 3D Time for action — starting Ogre 3D
What just happened?
Adding resources Time for action — loading the Sinbad mesh
What just happened?
Using resources.cfg Time for action — using resources.cfg to load our models
What just happened? Structure of a configuration file
Creating an application class Time for action — creating a class
What just happened?
Adding a FrameListener Time for action — adding a FrameListener
What just happened?
Investigating the FrameListener functionality Time for action — experimenting with the FrameListener implementation
What just happened?
Time for action — returning true in the frameStarted function
What just happened? Double buffering
Time for action — returning true in the frameRenderingQueued function
What just happened?
Time for action — returning true in the frameEnded function
What just happened?
Adding input Time for action — adding input
What just happened? Pop quiz — the three event handlers
Our own main loop Time for action — using our own rendering loop
What just happened?
Adding a camera (again) Time for action — adding a frame listener
What just happened?
Adding compositors Time for action — adding compositors
What just happened?
Adding a plane Time for action — adding a plane and a light
What just happened?
Adding user control Time for action — controlling the model with the arrow keys
What just happened?
Adding animation Time for action — adding animation
What just happened? Have a go hero — looking up what we used
Summary
10. Particle Systems and Extending Ogre 3D
Adding a particle system Time for action — adding a particle system
What just happened? What is a particle system?
Creating a simple particle system Time for action — creating a particle system
What just happened?
Some more parameters Time for action — some new parameters
What just happened? Pop quiz — what makes a particle system
Other parameters Time for action — time to live and color range
What just happened? Pop quiz — time to live
Turning it on and off again Time for action — adding intervals to a particle system
What just happened? Pop quiz — emitter parameters
Adding affectors Time for action — adding a scaler affector
What just happened?
Changing colors Time for action — changing the color
What just happened? Have a go hero — change the color to red
Two-way changing Time for action — change depending on the lifetime of a particle
What just happened?
Even more complex color manipulations Time for action — using complex color manipulation
What just happened?
Adding randomness Time for action — adding randomness
What just happened?
Deflector Time for action — using the deflector plane
What just happened? Have a go hero — doing more with the thing
Other emitter types Time for action — using a box emitter
What just happened?
Emitting with a ring Time for action — using a ring to emit particles
What just happened?
At the end, we would like some fireworks Time for action — adding fireworks
What just happened? Pop quiz — different types of emitter
Extending Ogre 3D
Speedtree Hydrax Caelum Particle Universe GUIs CEGUI BetaGUI QuickGUI Berkelium
Summary The end
11. Pop quiz — Answers
Chapter 1
Installing Ogre 3D
Chapter 2
Setting up the Environment
Chapter 3
Felix Gogo
Chapter 4
Felix Gogo
Chapter 5
The Book Inventory Bundle
Chapter 7
The Bookshelf: First Stab
Chapter 9
The Ogre 3D Startup Sequence
Chapter 10
How About a Graphical Interface?
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