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MOGRE GeneratingAGrid        

Sometimes its useful to have a 3D grid placed on the XZ plane as base of reference for your scene. This short code would show you how to construct the 3D grid using a ManualObject centered at the origin.

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private void CreateGrid(int numcols, int numrows, float unitsize) { ManualObject grid = mSceneMgr.CreateManualObject("grid"); grid.Begin("BaseWhiteNoLighting", RenderOperation.OperationTypes.OT_LINE_LIST); float width = (float)numcols * unitsize; float depth = (float)numrows * unitsize; Vector3 center = new Vector3(-width / 2.0f, 0, -depth / 2.0f); for (int i = 0; i < numrows; ++i) { Vector3 s, e; s.x = 0.0f; s.z = i * unitsize; s.y = 0.0f; e.x = width; e.z = i * unitsize; e.y = 0.0f; grid.Position(s + center); grid.Position(e + center); } grid.Position(new Vector3(0.0f, 0.0f, numrows * unitsize) + center); grid.Position(new Vector3(width, 0.0f, numrows * unitsize) + center); for (int i = 0; i < numcols; ++i) { Vector3 s, e; s.x = i * unitsize; s.z = depth; s.y = 0.0f; e.x = i * unitsize; e.z = 0.0f; e.y = 0.0f; grid.Position(s + center); grid.Position(e + center); } grid.Position(new Vector3(numcols * unitsize, 0.0f, 0.0f) + center); grid.Position(new Vector3(numcols * unitsize, 0.0f, depth) + center); grid.End(); mSceneMgr.RootSceneNode.AttachObject(grid); }


The grid resolution depends on the parameter numrows and numcols. The unitsize parameter tells how big each cell is in world units.

This also constructs the grid with the predefined / hard coded "BaseWhiteNoLighting" material.

Grid.png