- 1.1 NetBeans 6.9.1
- 2.6 Prerequisites
- 2.7.2 TDM MinGW64 build guide
- 3.1.1.1 Precompiled headers
- 3.1.2 NetBeans 6.9.1
- 3.4.1 BaseApplication-h
- 3.4.2 BaseApplication-cpp
- 3.4.3 TutorialApplication-h
- 3.4.4 TutorialApplication-cpp
- 3.4.5 MinimalOgre-h
- 3.4.6 MinimalOgre-cpp
- 3.4.7 TinyOgre-h
- 3.4.8 TinyOgre-cpp
- 3.4.9 LowLevelOgre-h
- 3.4.10 LowLevelOgre-cpp
- 3.5.1 CMakeLists
- 4.1.1.2 NetBeans 6.9.1
- 4.1.1.3 Codeblocks and MinGW
- 4.1.1.3.1 MinGW Toolbox project migration
- 4.1.1.3.2 MinGW Toolbox Install Guide
- 4.1.1.3.3 Code Blocks Compiler Setup
- 4.1.1.4 Codeblocks
- 4.1.1.5 Eclipse MingW STLPort
- 4.1.1.6 Codeblocks and MS Visual Studio
- 4.1.1.7 CodeBlocks MingW STLPort
- 4.1.1.7.1 CodeBlocks MinGW FAQ
- 4.1.1.7.2 CodeBlocks Ogre SDK Tips
- 4.1.1.8 Eclipse MingW
- 4.2.1.1 DevCPP building
- 4.2.1.2 Building Under Eclipse And GCC
- 4.2.2.1 FromSourceUbuntu
- 4.2.2.2 Kubuntu Install
- 4.2.2.3 Checkinstall
- 4.2.2.4 Detailed Fedora Walkthrough
- 4.3 StaticLinking
- 4.4 NetBeans 6.9.1
- 4.7.2.1 IDE Eclipse
- 4.7.2.2 Cross Compiling OGRE on Linux
- 4.7.2.3 Cross-Compiling OGRE on Debian
- 4.7.2.4 OGRE and LINUX fix
- 4.7.3.1 Setting up VC6
- 5 Roadmap
- 5.1 TindalosNotes
- 5.2 ByatisNotes
- 5.3 CthughaNotes
- 5.4 ShoggothNotes
- 5.5 EihortNotes
- 5.6 DagonNotes
- 5.7 AzathothNotes
- 5.8 GhadamonNotes
- 5.9 XalafuNotes
- 6.1 SummerOfCode2015
- 6.2 SummerOfCode2013
- 6.2.1 SoC2013 Ogre 2.0 Revamp
- 6.3 SummerOfCode2012
- 6.4 SummerOfCode2011
- 6.4.2.1 Visual Unit Testing Framework
- 6.5 SummerOfCode2009
- 6.5.1 SoC2009 Compositor
- 6.5.2 SoC2009 Samples
- 6.6 SummerOfCode2008
- 6.6.1 SoC2008 GeometryShaders
- 6.6.2 SoC2008 LOD
- 6.6.3 SoC2008 MotionSynth
- 6.6.4 SoC2008 OgreCollada
- 6.7 SummerOfCode2007
- 6.7.1 SoC2007 Animation
- 6.7.2 SoC2007 Emulation
- 6.7.3 SoC2007 MaterialEditor
- 6.7.3.1 MaterialEditor
- 6.7.4 SoC2007 Memory
- 6.7.5 SoC2007 ScriptCompilers
- 6.8 SummerOfCode2006
- 6.8.1 SoC2006 BillboardClouds
- 6.8.2 SoC2006 Instancing
- 6.8.3 SoC2006 RmExporter
- 6.8.4 SoC2006 SceneManagement
- 6.8.5 SoC2006 Shadows
- 6.8.6 SoC2006 XSITool
- 6.13 SummerOfCode2016
- 8.1 Merging Branches
- 8.5 Buildbot
- 8.6.2 ZziplibBuildOSXUniversal
- 8.7 Patch
- 10 About Ogre
- 10.2 Ogre Demos
- 10.3 Ogre Models
- 12 Hardware
- 14.1 Ogre iPhone
- 14.1.1 Ogre iPhone FAQ
- 14.1.2 Ogre iPhone Todo List
- 14.1.5 Template Project
- 14.1.6 ogreOnIphoneFast
- 14.2 OgreBites
- 14.2.1 SdkTrays
- 14.2.2 SdkCameraMan
- 14.3 Deferred Shading
- 14.4 RT Shader System
- 14.5 Script compilers
- 14.5.1 NewScriptFeatures
- 14.5.2 ExtendingScriptCompilers
- 14.7 Ogre Android
- 14.7.1 OgreAndroidMakefile
- 14.7.4 OgreAndroidOgreADPArchive_h
- 14.7.7 OgreAndroidogrewrapper_h
- 14.7.8 OgreAndroidogrewrapper_cpp
- 15 Donations
- 16.1 Getting Started
- 16.2 Common Mistakes
- 16.3 Build FAQ
- 16.4 Heap Corruption
- 16.5 Troubleshooting
- 16.6 Ogre 2.1 FAQ
- 19 Creating SDK
- 1 The necessary steps you need to take to install the precompiled OGRE SDK : Installing the Ogre SDK
- 1.1 NetBeans 6.9.1
- 2.1 A guide to get you building OGRE from source with the default settings in the shortest possible time : CMake Quick Start Guide
- 2.6 Prerequisites
- 2.7.2 TDM MinGW64 build guide
- 2.7.4 Building Ogre3D v1.9 Statically in Mac OS X (Yosemite) : Building Ogre3D 1.9 Statically in Mac OS X (Yosemite)
- 3.1.1.1 Precompiled headers
- 3.1.2 NetBeans 6.9.1
- 3.4.1 BaseApplication-h
- 3.4.2 BaseApplication-cpp
- 3.4.3 TutorialApplication-h
- 3.4.4 TutorialApplication-cpp
- 3.4.5 MinimalOgre-h
- 3.4.6 MinimalOgre-cpp
- 3.4.7 TinyOgre-h
- 3.4.8 TinyOgre-cpp
- 3.4.9 LowLevelOgre-h
- 3.4.10 LowLevelOgre-cpp
- 3.5.1 CMakeLists
- 4 Portal for building previous versions of Ogre - up to and including Shoggoth : Building Ogre Shoggoth
- 4.1.1 Instructions for installing the Ogre precompiled Software Development Kit on Windows : Installing the Ogre SDK on Windows - Shoggoth
- 4.1.1.1 Use this guide to install the precompiled OGRE SDK for Microsoft Visual C++ : Installing the Ogre SDK for Visual C - Shoggoth
- 4.1.1.2 NetBeans 6.9.1
- 4.1.1.3.1 For those migrating from Code::Blocks + MinGW + STLPort to Code::Blocks + MinGW, the following instructions should help make the switch easier : MinGW Toolbox project migration
- 4.1.1.5 How to setup the Eclipse environment for use with MinGW/STLPort and Ogre : Eclipse MingW STLPort
- 4.1.1.6 Installing the Ogre SDK for Visual C++ 2008 & Code::Blocks : Codeblocks and MS Visual Studio
- 4.1.1.7.2 How to get context sensitive help and syntax highlighting for Ogre in Code::Blocks : CodeBlocks Ogre SDK Tips
- 4.1.2 Instructions for installing the Ogre precompiled Software Development Kit on Linux : Installing the Ogre SDK on Linux - Shoggoth
- 4.1.3 Instructions for installing the Ogre precompiled Software Development Kit on Mac OS X : Installing the Ogre SDK on Mac OS X - Shoggoth
- 4.2 For developers with more experience, building OGRE from source is usually the more attractive option : Building From Source - Shoggoth
- 4.2.1.2 Eclipse 3.1 + CDT 3.0.0 RC2 + Gcc 3.4 (MinGW + MYSys) + Ogre 1.0.3 : Building Under Eclipse And GCC
- 4.2.2.3 On a debian or ubuntu / kubuntu system, it's usually preferable to use checkinstall instead of "make install" : Checkinstall
- 4.2.2.4 The purpose of this tutorial is helping you to set up a working OGRE development environnement under Fedora Core 5 : Detailed Fedora Walkthrough
- 4.2.3 Instructions for building Ogre from source under Mac OS X : Building From Source - Mac OSX - Shoggoth
- 4.3 These notes explain how to statically link Ogre. Official support for static linking was introduced in 1.4.x (Eihort) : StaticLinking
- 4.4 NetBeans 6.9.1
- 4.5 This is a brief, but detailed guide to use the OGRE SDK and the OGRE SDK AppWizard : The Complete Blanks Guide To Using The OGRE SDK AppWizard - Shoggoth
- 4.6 Setting up debugging in Visual Studio - working directory and command - so that you can run your exe from within the IDE : Visual Studio Debugging Settings - Shoggoth
- 4.7 This page is a guide to setting up your first application : Setting Up An Application - Shoggoth
- 4.7.1 In order to run your application, there are various files that need to be locatable by your system : Setting Up An Application - Prelude
- 4.7.2.4 Well I spent three days looking for some stupid bugs and I think I might just give some suggestions to the users that are going to compile ogre on linux : OGRE and LINUX fix
- 4.7.3 How to setup your own project for use with Ogre - Windows : Setting Up An Application - Windows - Shoggoth
- 4.7.4 How to setup your own project for use with Ogre - Mac OS X : Setting Up An Application - Mac OSX - Shoggoth
- 5.8 GhadamonNotes
- 5.9 XalafuNotes
- 6.1 SummerOfCode2015
- 6.2 SummerOfCode2013
- 6.2.1 SoC2013 Ogre 2.0 Revamp
- 6.3 SummerOfCode2012
- 6.4.2.1 Visual Unit Testing Framework
- 6.13 SummerOfCode2016
- 7 This page lists a selection of tasks that are 'nice but not essential'; things that would be useful but are not likely to be developed by the core team : Help Requested
- 8.1 Branch maintenance requires a reliable procedure for merging between branches : Merging Branches
- 8.3 The OGRE Manual is built using texi2html from .texi and .inc files in Docs/src : Building the manual
- 8.6 Most of the time you will grab precompiled dependencies for OGRE, at least on Windows. However, if you want to build them yourself, here's a guide : Building Dependencies
- 8.6.2 Dependencies - Mac OS X - Instructions on how to cross build libzzip.a : ZziplibBuildOSXUniversal
- 8.8 If you choose to use Qt Creator as your IDE, you can import the API documentation into it. : Integrating API documentation into Qt Creator Help
- 10 About Ogre
- 10.2 Ogre Demos
- 10.3 Ogre Models
- 12 Hardware
- 13 The architecture of Ogre illustrated by class and collaboration diagrams : Documentation Architecture
- 14.1.5 Template Project
- 14.1.6 ogreOnIphoneFast
- 14.3 This wiki article is complementary to the deferred shading demo that is part of the Ogre SDK : Deferred Shading
- 14.5.1 Shoggoth introduces a new script compiler, which unifies the Ogre scripting language between all script types : NewScriptFeatures
- 14.5.2 The compilers in Shoggoth have several mechanisms for customizing and extending them built in : ExtendingScriptCompilers
- 14.6 Custom GPU capabilities is a feature for testing how Ogre behaves on GPU's with fewer features than the developer's GPU : Custom GPU Capabilities
- 14.7 Ogre Android
- 14.7.1 OgreAndroidMakefile
- 14.7.4 OgreAndroidOgreADPArchive_h
- 14.7.7 OgreAndroidogrewrapper_h
- 14.7.8 OgreAndroidogrewrapper_cpp
- 15 Donations
- 16.3 Common errors received during compiling or linking the Ogre source or your application. : Build FAQ
- 16.4 Heap Corruption
- 16.5 Troubleshooting
- 16.6 Ogre 2.1 FAQ
- 17 This page provides links to precompiled versions of the Ogre API Reference in Compiled HTML Help (.chm) format : Compiled API Reference
- 19 Creating SDK