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Found "culling" in 45 "wiki pages"
  • SoC2013 Ogre 2.0 Revamp (Relevance: 1)
    General Porting Notes: Create static objects first. Sort your creation order of Entities by frequency of creation & destruction: Entities that will be created & destroyed often should be added last. Entities that will never be destro
  • Portal Connected Zone Scene Manager (Relevance: 1)
    The Portal Connected Zone Scene Manager (PCZSM) was created by Chaster. Useful threads on the forums related to this scene manager are here and here. It is currently available as source code at the SVN HEAD (that is to say, the most up-to
  • Basic Ogre Application (Relevance: 1)
    Table of contentsFirst Steps Part 1: Project Setup Part 2: The Code Part 3: Code Breakdown Part 4: Conclusion First Steps In this tutorial, you will create and run a barebones Ogre program. As you might guess, this program is very simple
  • Bsp making (Relevance: 1)
    Making A Quake III BSP File   Table of contentsMaking A Quake III BSP File What is BSP Making your own BSP file Step 1: Which 3D program use first to make a scene for BSP? Step 2: Export to a quake .MAP file Step: 2.1 Either Use AC3d
  • Ogre Internals Dissection FAQ (Relevance: 1)
    0. About OGRE 0a. What is OGRE? OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applicatio
  • Paging Scene Manager (Relevance: 1)
    Table of contentsPaging Landscape Scene Manager 2 Plugin Introduction Features Data Source Loading Modes Texture Modes PLSM2 provided Texture Modes User Texture Mode Speed Options Coherent Occlusion Culling (CHC) Run Time Option and Scene M
  • Mogre Basic Tutorial 3 (Relevance: 1)
    Tutorial Introduction In this tutorial we will be exploring how to manipulate terrain, sky, and fog in your Mogre applications. After this tutorial you should understand the differences between Skyboxes, Skyplanes, and Skydomes, and be a
  • TindalosNotes (Relevance: 1)
    Welcome to the ChangeLog and porting notes for OGRE 2.0.0 "Tindalos" - work in progress Frank Belknap Long wrote:"They are lean and athirst!" he shrieked... "All the evil in the universe was concentrated in their lean, hungry bo
  • Terrain Howto (Relevance: 1)
    There are two main terrain methods available to be used with Ogre - static meshes and height maps. See also SceneManagersFAQ and World design for related information. Table of contentsStatic Meshes HeightMaps Collisions Static Meshe
  • WarehouseJims MOGRE HOWTO (Relevance: 1)
    This is a HOWTO page for Mogre by user WarehouseJim (created in year 2010). Currently it's plain content. The page markup and corrections will be done later.   Table of contentsUnsorted Notes Tutorial Remarks Scene Querying / Find
  • Terrain Scene Manager (Relevance: 1)
    Here is some information about the Terrain Scene Manager. Note: The scene manager will work up to Ogre 1.7. Ogre 1.8 and newer versions doesn't support this scene manager, because of the new Ogre Terrain System with many improvements (whi
  • Current Ogre Features (Relevance: 1)
    Table of contentsProductivity features Platform & 3D API support Material / Shader support Meshes Scene Features Special Effects Misc features //; Productivity features Simple, easy to use OO interface designed to minimise the ef
  • Articles And Sources (Relevance: 1)
    Articles And Sources Collection of links to various sites.   External Resources External resources on general topics such as 3D math, physics libraries, Animation, Artificial Intelligence, Games, Network, Shaders, Sound, Terra
  • Ogre 2.1 FAQ (Relevance: 1)
    This page contains a list of frequently asked questions (FAQ) around Ogre 2.1, pertaining to its general state, the supported rendering components as well as more specific building / compiling / coding questions. This list will be extended
  • Python-Ogre (Relevance: 1)
    Python-Ogre is a http://www.python.org/ Python binding for OGRE, which means you can use all of OGRE's functionality using Python instead of C++. If you want to know why you would want to do that, read this. Python-Ogre is based upo
  • Manual Resource Loading (Relevance: 1)
    Introduction Why would anyone want manual resource loading? Well, sometimes you have the choice: You're working on a project with your own engine and your own file format (which you're used to) but now you want to use OGRE because it's mor
  • Generating A Mesh (Relevance: 1)
    This creates a mesh named "ColourCube" with one submesh in resource group "General", a coloured cube of size 200. void createColourCube() { /// Create the mesh via the MeshManager Ogre::MeshPtr msh = MeshMana
  • SceneManagersFAQ (Relevance: 1)
    SceneManagers FAQ Overview of the various SceneManagers available for Ogre.   fill out the open points add/update information add new scene managers Note: This page seems to be outdated! Search in the forums for additiona
  • DCC Tools (Relevance: 1)
    DCC Tools As the acronym implies, OGRE is a graphics rendering engine. This means that to build full applications such as games, you will require other tools. Tools can help with creating models and model animations, creating terrains, mod
  • Basic Tutorial 3 (Relevance: 1)
    Tutorial Introduction In this tutorial we will be exploring how to manipulate terrain, sky, and fog in your Ogre applications. After this tutorial you should understand the differences between Skyboxes, Skyplanes, and Skydomes, and be a
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