- 1
- 2
- 2.1
- 2.1.1
- 2.1.1.1
- 2.1.1.2
- 2.1.1.3
- 2.1.1.4
- 2.1.1.5
- 2.1.1.6
- 2.1.1.7
- 2.1.1.8
- 2.1.1.9
- 2.1.1.10
- 2.1.1.11
- 2.1.2
- 2.1.2.1
- 2.1.2.2
- 2.1.2.3
- 2.1.2.4
- 2.1.2.4.1
- 2.1.2.5
- 2.1.2.6
- 2.1.3
- 2.1.3.1
- 2.1.3.2
- 2.1.3.3
- 2.1.3.4
- 2.1.3.5
- 2.1.3.6
- 2.1.3.7
- 2.1.3.8
- 2.1.3.9
- 2.1.3.10
- 2.1.3.11
- 2.2
- 2.2.1
- 2.2.2
- 2.2.3
- 2.2.4
- 2.2.5
- 2.2.6
- 2.2.7
- 2.2.7.1
- 2.2.7.2
- 2.2.7.3
- 2.2.8
- 2.2.9
- 2.2.10
- 2.2.11
- 2.2.12
- 2.2.13
- 2.2.14
- 2.2.15
- 2.2.16
- 2.2.17
- 2.2.18
- 2.2.19
- 2.2.20
- 2.2.21
- 2.3
- 2.4
- 2.4.1
- 2.4.2
- 2.4.3
- 2.4.4
- 2.4.5
- 2.4.6
- 2.4.7
- 2.4.8
- 2.4.9
- 2.4.10
- 2.4.11
- 2.4.12
- 2.4.13
- 2.4.14
- 2.4.15
- 2.4.16
- 2.4.17
- 2.4.18
- 2.4.19
- 2.4.20
- 2.4.21
- 2.4.22
- 2.4.23
- 2.4.24
- 2.4.25
- 2.4.26
- 2.4.27
- 2.4.28
- 2.5
- 2.5.1
- 2.5.2
- 2.5.3
- 2.5.4
- 2.5.5
- 2.5.6
- 2.5.7
- 2.5.8
- 2.6
- 2.6.1
- 2.6.2
- 2.6.3
- 2.6.4
- 2.6.5
- 2.6.6
- 2.6.7
- 2.6.8
- 2.6.8.1
- 2.6.8.1.1
- 2.6.8.1.2
- 2.6.8.1.3
- 2.6.8.1.4
- 2.6.8.1.5
- 2.6.8.1.6
- 2.6.8.1.7
- 2.6.8.1.8
- 2.6.8.1.9
- 2.6.8.1.10
- 2.6.8.1.11
- 2.6.8.1.12
- 2.6.8.1.13
- 2.6.8.1.14
- 2.6.8.2
- 2.6.8.3
- 2.6.9
- 2.6.10
- 2.6.11
- 2.6.12
- 2.6.12.1
- 2.6.12.2
- 2.6.13
- 2.6.13.1
- 2.6.13.2
- 2.6.14
- 2.6.14.1
- 2.6.14.2
- 2.6.14.3
- 2.6.15
- 2.6.16
- 2.6.17
- 2.6.18
- 2.6.19
- 2.6.20
- 2.6.21
- 2.6.22
- 2.6.23
- 2.6.24
- 2.6.24.1
- 2.6.24.2
- 2.6.24.3
- 2.6.24.4
- 2.6.25
- 2.6.26
- 2.6.27
- 2.6.28
- 2.6.29
- 2.6.30
- 2.6.30.1
- 2.6.30.2
- 2.6.30.3
- 2.6.30.4
- 2.6.30.5
- 2.6.30.6
- 2.6.31
- 2.6.32
- 2.6.33
- 2.6.34
- 2.6.35
- 2.6.36
- 2.6.37
- 2.6.38
- 2.6.39
- 2.6.40
- 2.6.41
- 2.6.42
- 2.6.43
- 2.7
- 2.8
- 2.8.1
- 2.8.2
- 2.8.3
- 2.8.4
- 2.8.5
- 2.8.6
- 2.8.7
- 2.8.8
- 2.8.9
- 2.8.9.1
- 2.8.9.2
- 2.8.10
- 2.8.11
- 2.8.12
- 2.8.13
- 2.8.14
- 2.8.14.1
- 2.8.14.2
- 2.8.15
- 2.8.15.1
- 2.8.15.2
- 2.9
- 2.9.1
- 2.9.2
- 2.9.3
- 2.9.4
- 2.9.5
- 2.9.6
- 2.9.7
- 2.9.8
- 2.9.9
- 2.9.10
- 2.10
- 2.10.1
- 2.10.1.1
- 2.10.1.1.1
- 2.10.1.1.2
- 2.10.1.1.3
- 2.10.1.1.4
- 2.10.1.1.5
- 2.10.1.1.6
- 2.10.1.1.7
- 2.10.1.1.8
- 2.10.1.1.9
- 2.10.1.1.10
- 2.10.1.1.11
- 2.10.1.1.12
- 2.10.1.2
- 2.10.1.3
- 2.10.1.3.1
- 2.10.1.3.2
- 2.10.1.3.3
- 2.10.1.4
- 2.10.1.5
- 2.10.1.6
- 2.10.1.7
- 2.10.2
- 2.10.2.1
- 2.10.2.1.1
- 2.10.2.1.2
- 2.10.2.1.3
- 2.10.2.1.4
- 2.10.2.1.5
- 2.10.2.1.6
- 2.10.2.2
- 2.10.2.2.1
- 2.10.2.2.2
- 2.10.2.2.3
- 2.10.2.3
- 2.10.2.4
- 2.10.2.5
- 2.10.2.6
- 2.10.3
- 2.10.4
- 2.10.5
- 2.10.6
- 2.10.7
- 2.10.8
- 2.10.9
- 2.10.10
- 2.10.11
- 2.10.12
- 2.10.13
- 2.10.14
- 2.10.15
- 2.10.16
- 2.10.17
- 2.11
- 2.11.1
- 2.11.1.1
- 2.11.1.2
- 2.11.1.3
- 2.11.2
- 2.11.3
- 2.11.3.1
- 2.11.4
- 2.11.5
- 2.12
- 2.12.1
- 2.12.2
- 2.12.3
- 2.12.4
- 2.12.5
- 2.12.6
- 2.13
- 2.14
- 2.14.1
- 2.14.1.1
- 2.14.1.2
- 2.14.1.3
- 2.14.1.4
- 2.14.1.5
- 2.14.1.6
- 2.14.1.6.1
- 2.14.2
- 2.14.2.1
- 2.14.2.2
- 2.14.2.3
- 2.14.3
- 2.14.3.1
- 2.14.3.2
- 2.14.4
- 2.14.4.1
- 2.14.4.2
- 2.14.4.3
- 2.14.5
- 2.14.5.1
- 2.14.5.2
- 2.14.5.3
- 2.14.5.4
- 2.14.5.5
- 2.14.5.6
- 2.14.5.7
- 2.14.5.8
- 2.14.5.9
- 2.14.6
- 2.14.6.1
- 2.14.7
- 2.14.7.1
- 2.14.7.2
- 2.14.8
- 2.14.9
- 2.14.10
- 2.14.11
- 2.14.12
- 2.14.13
- 2.14.14
- 2.14.15
- 2.15
- 2.15.1
- 2.16
- 2.16.1
- 2.16.2
- 2.16.3
- 2.16.4
- 2.16.5
- 2.16.6
- 2.16.7
- 2.16.8
- 2.16.8.1
- 2.16.8.2
- 2.16.9
- 2.16.9.1
- 2.16.9.2
- 2.16.9.3
- 2.16.10
- 2.16.11
- 2.16.12
- 2.16.13
- 2.16.14
- 2.16.15
- 2.16.15.1
- 2.16.15.2
- 2.16.15.3
- 2.16.15.4
- 2.16.16
- 2.16.17
- 2.16.18
- 2.16.19
- 2.16.20
- 2.16.21
- 2.16.22
- 2.16.23
- 2.16.24
- 2.16.25
- 2.16.26
- 2.16.27
- 2.17
- 2.17.1
- 2.17.2
- 2.17.3
- 2.18
- 2.19
- 2.19.1
- 2.19.2
- 2.20
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 9.1
- 9.2
- 9.3
- 9.4
- 9.5
- 9.6
- 9.7
- 9.7.1
- 9.8
- 10
- 10.1
- 10.2
- 10.3
- 11
- 11.1
- 11.1.1
- 11.1.2
- 11.2
- 11.3
- 11.4
- 11.4.1
- 11.4.2
- 11.4.3
- 11.4.4
- 11.5
- 11.6
- 11.7
- 11.8
- 11.9
- 11.10
- 12
- 13
- 13.1
- 14
- 14.1
- 14.2
- 14.3
- 15
- 1 Ogre Snippet'O'Matic :
- 2
- 2.1 Snippets related to geometry :
- 2.1.1 Geometry snippets about vertex and index buffers :
- 2.1.1.1 Sharing vertex and index buffers across multiple meshes :
- 2.1.1.2 creating a mesh in memory using a index and vertex buffer :
- 2.1.1.3 Retrieving vertex data from a mesh :
- 2.1.1.4 A fine code snippet to create a line in 3D space :
- 2.1.1.5 Dynamically growing vertex buffers :
- 2.1.1.6 A way to draw lines dynamically :
- 2.1.1.7 Creating a sphere mesh manually with nice texture coordinates and normals :
- 2.1.1.8 Using super ellipsoid for creating simple 3d primitives :
- 2.1.1.9 Creating various geometric/geodesic shapes :
- 2.1.1.10 Creates a set of tubes along a path :
- 2.1.1.11 Function to change the handedness of a loaded mesh :
- 2.1.2 Geometry snippets using ManualObjects :
- 2.1.2.1 A class for easy creation of custom 2D/3D objects by code :
- 2.1.2.2 Demonstrates an easy way to use ManualObject for creating 2D overlays :
- 2.1.2.3 A simple Axis Object for debug purposes :
- 2.1.2.4 A dynamically changing grid system for editors and the like :
- 2.1.2.4.1 This page should be deleted :
- 2.1.2.5 A VRML loader using the X3D format :
- 2.1.2.6
- 2.1.3 Geometry snippets in the general category :
- 2.1.3.1 When you need to arbitrarily set the length of a Vector3 :
- 2.1.3.2 Find the point on a line that is nearest to a given point :
- 2.1.3.3 Test intersection between two lines :
- 2.1.3.4 Find the index of a point on a spline :
- 2.1.3.5 Using Ray queries for accurate picking :
- 2.1.3.6 Get screenspace coordinates of a MovableObject :
- 2.1.3.7 Projecting 3D objects and position to a 2D plane :
- 2.1.3.8 Generating new spline which has equal distance between points :
- 2.1.3.9 Quadratic Minimization Method combined with Newton Raphson :
- 2.1.3.10 Mouse picking on the XZ plane :
- 2.1.3.11
- 2.2 Snippets about rendering :
- 2.2.1 A simple way of drawing 2D objects to the screen :
- 2.2.2 A fine code snippet to create a line in 3D space :
- 2.2.3 A way to draw lines dynamically :
- 2.2.4 Utility class for rendering simple primitives like 3D lines, quads and cuboids. :
- 2.2.5 Drawing Circles in 3D :
- 2.2.6 How to display a background 2D image using Rectangle2D :
- 2.2.7 The lens flare effect in 3D :
- 2.2.7.1 Displaying LensFlare - header :
- 2.2.7.2 Displaying LensFlare - implementation :
- 2.2.7.3 Displaying LensFlare - material :
- 2.2.8 HDR Effects Without Using Full Floating Point Textures :
- 2.2.9 Billboard-style Text in 3D :
- 2.2.10 A More In-Depth Version of the 2D Sprite Manager :
- 2.2.11 A class which renders an Oriented Bounding Box using SimpleRenderable. :
- 2.2.12 Switch render modes between textured, solid, wireframe and hidden lines. :
- 2.2.13 Setting up a Multiple Render Target and associated materials/shaders without using compositors. :
- 2.2.14
- 2.2.15
- 2.2.16
- 2.2.17
- 2.2.18
- 2.2.19
- 2.2.20
- 2.2.21
- 2.3
- 2.4 Snippets demonstrating the use of materials and textures :
- 2.4.1 Archive class for loading resources from an URL :
- 2.4.2
- 2.4.3 A proxy archive that provides various transforms, like resource overrides, file name prefixes :
- 2.4.4 Minimal example of how you can create dynamic textures :
- 2.4.5 Saving the contents of a rendertarget to disk :
- 2.4.6 Changing the material properties of a mesh without affecting other meshes using the same material :
- 2.4.7 Saving to various 3D formats, like raw, DDS :
- 2.4.8 Material script examples :
- 2.4.9 Rotating a texture using the getYaw() function :
- 2.4.10 Displaying 3D Object Text in 2D Without Using Billboards :
- 2.4.11 create polygon based text as 2D or 3D :
- 2.4.12 Displaying non-overlapping Text Overlays above Ogre MovableObjects :
- 2.4.13 Display a title (text overlay) above a MovableObject :
- 2.4.14 Source code for loading PGF images using libPGF in Ogre :
- 2.4.15 Using a mesh decal to show a marker on the terrain for terrain selection :
- 2.4.16 A class used to do lightmapping in ogre :
- 2.4.17 Ogre helper methods to reload all the materials found in a material script :
- 2.4.18 A small extension to add a reload button to the Ogre GUI demo that makes customizing TaharezLook.tga faster :
- 2.4.19 A class to allow Quake 3 style color codes to be inserted into text overlay elements :
- 2.4.20 Create an overlay that lets you create fade in/out effects in your scene :
- 2.4.21 Crop an Image into a smaller image :
- 2.4.22 Utility function that generates a texture with transparency based on a certain colour value :
- 2.4.23 Embed a zip file of media within an ogre application executable :
- 2.4.24 Rendering an Entity to a texture for use in HUDS and the like :
- 2.4.25 The Compositor Framework :
- 2.4.26 The CompositorLogic framework is a small addon framework for Ogre that aims to make advanced compositors dynamically loadable :
- 2.4.27
- 2.4.28
- 2.5 Particles in Ogre :
- 2.5.1 A particle effect like a sun :
- 2.5.2 How to code a particle effect attached to a moving SceneNode, so that the particle effect follows it :
- 2.5.3 A particle affector to vary size, rotation and velocity of particles :
- 2.5.4 Using ManualObjects as Point Sprites to create a Pickover attractor :
- 2.5.5 A simple to use manager for adding a particle based heat shimmer effect :
- 2.5.6 A nice smoke particle effect :
- 2.5.7 A plugin mesh emitter where by each vertex in the the mesh is treated as an emitter :
- 2.5.8
- 2.6 Snippets about using shaders in Ogre :
- 2.6.1 A Stencil Glow example for creating outlines :
- 2.6.2 How to submit a shader :
- 2.6.3 Step by step guide for setting up some very basic CG materials in Ogre :
- 2.6.4 How to check for errors in CG code :
- 2.6.5 Your first and easiest shader :
- 2.6.6 A fade-to-dark effect :
- 2.6.7 A hologram effect :
- 2.6.8 This guide (concentrating on HLSL) will teach you what shaders are, how to understand them, and how to create your own. :
- 2.6.8.1
- 2.6.8.1.1
- 2.6.8.1.2
- 2.6.8.1.3
- 2.6.8.1.4
- 2.6.8.1.5
- 2.6.8.1.6
- 2.6.8.1.7
- 2.6.8.1.8
- 2.6.8.1.9
- 2.6.8.1.10
- 2.6.8.1.11
- 2.6.8.1.12
- 2.6.8.1.13
- 2.6.8.1.14
- 2.6.8.2
- 2.6.8.3
- 2.6.9 A simple, everytime accurate per-pixel cg shader for Ogre, right out of box :
- 2.6.10 Multipass and One-pass per-pixel lighting shaders :
- 2.6.11 Shader in the Per-Pixel Lighting series :
- 2.6.12 Tuneable parameters, feature-full, 1-pass, max 3 lights :
- 2.6.12.1
- 2.6.12.2
- 2.6.13
- 2.6.13.1
- 2.6.13.2
- 2.6.14
- 2.6.14.1
- 2.6.14.2
- 2.6.14.3
- 2.6.15 Normal/diffuse/AO/specular mapping :
- 2.6.16 How to start on Shadows :
- 2.6.17 How to implement depth shadow mapping in your own project as seen in the Shadows demo :
- 2.6.18 How to implement a custom shadow technique :
- 2.6.19 (PSSM) - A method for high-detail shadows :
- 2.6.20 Offset/Bump with added ambient and optional lightmap :
- 2.6.21 Basic underwater "depth" effect using the Ocean Shader :
- 2.6.22 Demo of gpu-based volumetric lightshafts from GPUGems3 :
- 2.6.23 Adding some turbulence to your ribbon trails :
- 2.6.24 Basic terrain shader with up to 8 splat textures :
- 2.6.24.1 Terrain Alpha Splatting - material :
- 2.6.24.2 Terrain Alpha Splatting - program :
- 2.6.24.3 Terrain Alpha Splatting - shader :
- 2.6.24.4 Terrain Alpha Splatting - terrain configuration file :
- 2.6.25 Say you have a shader effect that you simply want to render to a texture without using a compositor :
- 2.6.26 Using HLSL in OGRE :
- 2.6.27 A glow compositor method using 'Glow masks' :
- 2.6.28 Combined normal mapping and hardware skinning :
- 2.6.29
- 2.6.30
- 2.6.30.1
- 2.6.30.2
- 2.6.30.3
- 2.6.30.4
- 2.6.30.5
- 2.6.30.6
- 2.6.31 Using lambert diffuse model and phong highlight specular. :
- 2.6.32 Using lambert diffuse model and phong highlight specular :
- 2.6.33
- 2.6.34
- 2.6.35
- 2.6.36
- 2.6.37
- 2.6.38 Atmosphere shader as viewed from space :
- 2.6.39
- 2.6.40
- 2.6.41
- 2.6.42
- 2.6.43
- 2.7
- 2.8 Snippets about animation, movement camera systems etc :
- 2.8.1 Rotating yaw while ignoring pitch and roll :
- 2.8.2 One technique to manually control bones in a skeletally animated character :
- 2.8.3 Quake 3 Arena style camera :
- 2.8.4 How to create a basic, flexible camera system :
- 2.8.5 A camera system that follows the player like in Skyrim :
- 2.8.6 Useful snippet to clamp the camera pitch :
- 2.8.7 Code is for manually loading and updating poses :
- 2.8.8 Using quaternions and SLERP to make a character look at a camera (or any other object for that matter) naturally, with constraints on head movement :
- 2.8.9 An Ogre compatible class for euler angles :
- 2.8.9.1
- 2.8.9.2 An Ogre compatible class for euler angles :
- 2.8.10 You have a car, you have a point (i.e. waypoint), but you don't know how to determine side car should turn to drive to point(left or right) :
- 2.8.11 Controlling car on crazy, twisted tracks using physics engine :
- 2.8.12 Utility class for transitions between animations :
- 2.8.13 How to actually get morph animations to work in the engine :
- 2.8.14 A simple camcorder class for recording & playing back camera paths :
- 2.8.14.1
- 2.8.14.2
- 2.8.15 Simple serializer for animations :
- 2.8.15.1
- 2.8.15.2
- 2.9 Using Ogre with various input libraries :
- 2.9.1 Using this tutorial, you should be able to "create" a Desktop VR Display like Johnny Lee demonstrated in his Video "Head Tracking for Desktop VR Display using the WiiRemote" :
- 2.9.2
- 2.9.3
- 2.9.4 3D object picking and dragging :
- 2.9.5 Translate from english keyboard layout to any other, for instance german :
- 2.9.6 Using OGRE with the GII input library :
- 2.9.7 How to make drag&drop objects :
- 2.9.8 A small class to take key presses and edit a string :
- 2.9.9 A small class to take key presses and auto repeat keyboard input for GUI :
- 2.9.10 Adding SDL to an OGRE project :
- 2.10 Snippets about GUI :
- 2.10.1 Snippets for CEGUI :
- 2.10.1.1 A Common File Dialog window for CEGUI :
- 2.10.1.1.1 A Common File Dialog window for CEGUI - implementation :
- 2.10.1.1.2 A Common File Dialog window for CEGUI - implementation (Linux) :
- 2.10.1.1.3 A Common File Dialog window for CEGUI - header :
- 2.10.1.1.4 A Common File Dialog window for CEGUI - header (Linux) :
- 2.10.1.1.5 A Common File Dialog window for CEGUI - hashmap templates :
- 2.10.1.1.6 A Common File Dialog window for CEGUI - hashmap templates (Linux) :
- 2.10.1.1.7 A Common File Dialog window for CEGUI - singletonX :
- 2.10.1.1.8 A Common File Dialog window for CEGUI - singletonX (Linux) :
- 2.10.1.1.9 A Common File Dialog window for CEGUI - layout :
- 2.10.1.1.10 A Common File Dialog window for CEGUI - layout (Demo) :
- 2.10.1.1.11 A Common File Dialog window for CEGUI - demo (Linux) :
- 2.10.1.1.12 A Common File Dialog window for CEGUI - demo :
- 2.10.1.2 How to initialize the mouse cursor to a starting position :
- 2.10.1.3 CEGUI dialog which displays rotating 3D meshes on multiple buttons :
- 2.10.1.3.1 CEGUI build dialog - implementation :
- 2.10.1.3.2 CEGUI build dialog - header :
- 2.10.1.3.3 CEGUI build dialog - layout :
- 2.10.1.4 Showing the mouse using CEGUI :
- 2.10.1.5 The Confirm Dialog has a title(like Save, Load), a textarea ("Are you sure you want to overwrite your saved game?") and two buttons("Yes", "No") :
- 2.10.1.6 This is how I updated Ogre v1.2 source code with Cegui v0.5.0 (external link) source code :
- 2.10.1.7 Since the Ogre 1.7 version, CEGUI is not an Ogre dependency anymore using its own basic interface for its samples :
- 2.10.2 Using Ogre with major GUI Toolkits, such as Qt, WxWidgets, GTK :
- 2.10.2.1 Using Ogre with WxWidgets Snippets :
- 2.10.2.1.1 A simple rendering widget for wxWindows (OGRE V1.0.1) :
- 2.10.2.1.2 A simple rendering widget for wxWindows (OGRE V1.2) :
- 2.10.2.1.3 A simple rendering widget for wxWindows (OGRE V1.4) :
- 2.10.2.1.4 Heavily modified version of wxOgre, that decouples the most possible wxWidgets from Ogre :
- 2.10.2.1.5 A minimalistic C++ class providing Ogre render windows within wxWidgets :
- 2.10.2.1.6 Quick guide to embedding Ogre in wxWidgets 2.8 :
- 2.10.2.2 Using Ogre with the Qt Toolkit :
- 2.10.2.2.1 Embedding Ogre into a qt application :
- 2.10.2.2.2
- 2.10.2.2.3
- 2.10.2.3 A way to embed Ogre into FLTK gui toolkit window :
- 2.10.2.4 Creating fltk main window in FLUID :
- 2.10.2.5 A GtkmmOgreWidget for embedding Ogre render windows in Gtkmm :
- 2.10.2.6 A GtkWidget for embedding Ogre render windows in GTK :
- 2.10.3 Without using overlay scripts :
- 2.10.4 A plugin overlay element for creating pie slices. :
- 2.10.5
- 2.10.6 Show / display mouse cursor without a GUI library :
- 2.10.7 Simple debug text output using overlays :
- 2.10.8 Scrolling messages based on Simple Text Output :
- 2.10.9 Utils for rendering text if Ogre::TextAreaOverlayElement is not enough :
- 2.10.10 A How To with code for creating, reading, and using a Unicode translation table :
- 2.10.11 This utility will generate Textures and the fitting .fontdef file for TTF fonts :
- 2.10.12 Based on How to show the Mouse Cursor W/O CEGUI :
- 2.10.13 Trivial OpenGUI (0.8) Screen viewer :
- 2.10.14 A common question in the forums is How can I display text quickly and easily? :
- 2.10.15
- 2.10.16 Example of a simple Berkelium integration wrapper for Ogre :
- 2.10.17
- 2.11 Snippets about using multimedia and Ogre :
- 2.11.1 Based on FMOD Ex Version 4.02 :
- 2.11.1.1 FMOD SoundManager - header :
- 2.11.1.2 FMOD SoundManager - implementation :
- 2.11.1.3 FMOD SoundManager - sample :
- 2.11.2 A small code snippet for playing videos on Ogre materials / textures using DirectShow :
- 2.11.3 A very simple sound manager using OpenAL :
- 2.11.3.1 A very simple sound manager using OpenAL - DLL edition :
- 2.11.4 How to set up a GStreamer playbin2 element to stream video content to an Ogre texture :
- 2.11.5
- 2.12 Snippets about using Ogre with various physics engines :
- 2.12.1 A subclass of btStridingMeshInterface which allows one to share the same geometry between both graphics and collision meshes :
- 2.12.2 Subclass from btIDebugDraw that allows you to visualize collision shapes, contact points and more :
- 2.12.3 A way to transfer position and orientation info from ode to ogre :
- 2.12.4 Changing the way ODE is called, changes the behaviour of your simulation :
- 2.12.5 useful information about using Newton found in forum threads or by experience :
- 2.12.6
- 2.13
- 2.14 System related Ogre snippets :
- 2.14.1 Least amount of code Ogre projects :
- 2.14.1.1 A blank project to use as the base of your own. Get all the messy initial details out of the way with this 1000+ line boilerplate :
- 2.14.1.2 Minimal application not using the example app :
- 2.14.1.3 Hello World without using ExampleApplication.h or resource scripts :
- 2.14.1.4 This is a minimal application using it's own main loop and plugin loading :
- 2.14.1.5 Exploring how to start Ogre without using ExampleApplication.h or the built in Config Dialog :
- 2.14.1.6 Petzold style Ogre program :
- 2.14.1.6.1 Petzold style Ogre program - code :
- 2.14.2 System snippets using timers :
- 2.14.2.1 Wrapping Ogre::Timer to issue callbacks :
- 2.14.2.2 A timer manager to help you access timers from anywhere :
- 2.14.2.3
- 2.14.3 Snippets for all your Ogre logging needs :
- 2.14.3.1 Dumping a node tree to the log :
- 2.14.3.2 LogListener derived class which shadows a given Log's output with an html version with additional features :
- 2.14.4 Consoles for Ogre :
- 2.14.4.1 Creating a Scalable Console :
- 2.14.4.2 A simple graphical console :
- 2.14.4.3 interactive access to Lua :
- 2.14.5 Operating System specific tricks of the trade :
- 2.14.5.1 Simple way (Windows) :
- 2.14.5.2 Even Simpler Way (Windows) :
- 2.14.5.3 Find path names from the location of the executable (Cross platform) :
- 2.14.5.4 How to make your project paths cross platform :
- 2.14.5.5 Installing Video Drivers On Linux :
- 2.14.5.6 Solve *.material scripts parsing problems on Linux :
- 2.14.5.7 Detect AC power status on Windows :
- 2.14.5.8 A little php script that compiles your application under linux systems :
- 2.14.5.9 This snippet provides an alternative to obtaining user input for iOS applications via UIView; additionally, it provides a strategy for interacting between C++/Objective-C instances/objects. :
- 2.14.6 SceneManager related snippets :
- 2.14.6.1 Change the scenemanager at runtime :
- 2.14.7 RenderSystem specific Ogre snippets :
- 2.14.7.1 How to safely load rendersystems without a crash (as in, fail gracefully on systems that lack DirectX or GL) :
- 2.14.7.2 How to flush the GPU command buffer regularly to avoid stalls or framerate stuttering :
- 2.14.8 Some quick notes on loading meshes without initialising the Ogre renderer :
- 2.14.9 A short code snippet that shows how to load and play animations, without using a RenderSystem or RenderWindow (e.g. on dedicated servers) :
- 2.14.10 This is a short example on how to create a plugin DLL that is loaded by Ogre at startup :
- 2.14.11 Sometimes we need to load mesh files just like "open file" from any local path, which is not predefined in the resource file :
- 2.14.12 While many will no doubt never have to run Ogre on a cluster of computers, the procedure to do so could be useful for others who have no root privileges and thus require a special solution :
- 2.14.13 Intro to HOQ with Ogre :
- 2.14.14 Graphical Video Settings Manager - stores and retrieves saved video settings :
- 2.14.15
- 2.15 A page about Artificial Intelligence :
- 2.15.1 Seek and Flee using a physics engine :
- 2.16 Various snippets which does not fit anywhere else (yet) :
- 2.16.1 A collection of various smaller snippets - Oogst How-To part I :
- 2.16.2 A collection of various smaller snippets - Oogst How-To part II :
- 2.16.3 SetDebugText helper :
- 2.16.4 Howto create screenshots that exceed the standard video modes :
- 2.16.5 A simple class that lets you use printf with ogre :
- 2.16.6 When you export a .scene file from blender, you have the option of exporting logic properties as userData. Then why not use it? :
- 2.16.7 Class version of DotScene Loader with User Data :
- 2.16.8 Based on DotSceneInterface and DotScene Loader with User Data :
- 2.16.8.1 New DotScene Loader - header :
- 2.16.8.2 New DotScene Loader - implementation :
- 2.16.9 Dotscene loader using RapidXML :
- 2.16.9.1
- 2.16.9.2
- 2.16.9.3
- 2.16.10 Frustum culling using a custom SimpleFrustum class :
- 2.16.11 How to write text onto a texture :
- 2.16.12 Load your own custom data from Ogre-style scripts :
- 2.16.13 Shell extension which allows to know the version of Ogre I'm working on (Windows) :
- 2.16.14 Get height of terrain at (x,z) positions on a server without firing up Ogre :
- 2.16.15 Use TinyXML documents via Ogres resource system :
- 2.16.15.1 TinyXMLResource - header :
- 2.16.15.2 TinyXMLResource - implementation :
- 2.16.15.3 TinyXMLResource Manager - header :
- 2.16.15.4 TinyXMLResource Manager - implementation :
- 2.16.16 Using the Ogre Profiler :
- 2.16.17 Changing the logo of the Ogre SDK configuration dialogue (Windows) :
- 2.16.18 Tracing the call stack when ogre throws OgreException out of VS IDE :
- 2.16.19 Converting VS 2003 projects to VS 2002 (Historic) :
- 2.16.20 Setting up Ogre projects using premake :
- 2.16.21
- 2.16.22
- 2.16.23
- 2.16.24
- 2.16.25
- 2.16.26
- 2.16.27
- 2.17 Using Ogre with scripting languages such as Lua, Python, Squirrel ... :
- 2.17.1 This tutorial will teach the reader how to use Lua and LuaBind in a simple Ogre application :
- 2.17.2 How to set up a very simple application and use Squirrel for scripting :
- 2.17.3 Easy automation and editing of complex in-game graphical effects using Lua :
- 2.18 A collection of Ogre snippets hosted elsewhere :
- 2.19 Hooking up Ogre with networking :
- 2.19.1 OgreSocks is an OO wrapper around the winsock dll, enabling you to integrate a networking layer into your Ogre applications with very little code :
- 2.19.2 Very Simple Interface for OpenTNL :
- 2.20
- 3
- 4 Quake 3 Arena style camera :
- 5 Quake 3 Arena style camera :
- 6
- 7 Simply shows/does not capture the OS cursor. :
- 8
- 9 Collection of Ogre related articles on Application Design :
- 9.1 A list of various must-read articles :
- 9.2
- 9.3 Ogre version of Managing Game States in C++ :
- 9.4 Improved version of Managing Game States with OGRE :
- 9.5 A good starting point for a Real Time Strategy (RTS) style application :
- 9.6 Some things to check if your application is running slow :
- 9.7 The Game Object Oriented Framework (GOOF) is a game engine (GOOF Engine) and a world editor (GOOF Editor) for Ogre3D :
- 9.7.1 Instructions for installing GOOF :
- 9.8 Three quotes about threading in Ogre :
- 10 Ogre3D project post-mortems :
- 10.1 The experiences of the creators of Tibor :
- 10.2 The experiences of the creators of LOCV :
- 10.3 The experiences of the creators of World Under Siege :
- 11 Articles about various Ogre topics (no code) :
- 11.1 Non-photorealistic (NPR) techniques, as presented here, is about creating/rendering content without photo-realism as the goal :
- 11.1.1 Edge techniques in non-photorealistic (NPR) rendering :
- 11.1.2 One of the best ways to quickly add artistic feel is to create the look of paper or canvas :
- 11.2 Nesting transparent surfaces using culling tricks :
- 11.3 A quick guide to some design issues. What to use when :
- 11.4 Various hints and tricks for Mac users :
- 11.4.1 Solutions to various Mac OS X specific build errors :
- 11.4.2 How to build dotScene stuff on Mac :
- 11.4.3 How to create a library ( that is, a .dylib or an .bundle) using Ogre3D on Mac OSX :
- 11.4.4 How to build XMLConverter on Mac :
- 11.5 Hints for optimizing your Ogre application :
- 11.6
- 11.7
- 11.8
- 11.9
- 11.10
- 12 External resources on general topics such as 3D math, physics libraries, Animation, Artificial Intelligence, Games, Network, Shaders, Sound, Terrain, Texture, etc. :
- 13 What is DotScene? How do I use it? :
- 13.1 Discussion about the DotScene format (historic) :
- 14 Overview of the various scene managers available for Ogre :
- 14.1 Some information about the Terrain Scene Manager (historic) :
- 14.2 This document gives basic information on the usage of the PCZSceneManager :
- 14.3 Embed terrain to an Ogre application :
- 15 Each and every page in the Cookbook structure :