- 1 CodeBank
- 2 Snippets
- 2.1 Geometry
- 2.1.1 Vertex and Index Buffers
- 2.1.1.1 Sharing buffers
- 2.1.1.2 Generating A Mesh
- 2.1.1.3 RetrieveVertexData
- 2.1.1.4 Line 3D
- 2.1.1.5 DynamicGrowingBuffers
- 2.1.1.6 DynamicLineDrawing
- 2.1.1.7 ManualSphereMeshes
- 2.1.1.8 SuperEllipsoid
- 2.1.1.9 GeometricMesh
- 2.1.1.10 A Series Of Tubes
- 2.1.1.11 Changing Coordinate Handedness
- 2.1.2 Manual Object
- 2.1.2.1 ManualObject
- 2.1.2.2 ManualObject 2D
- 2.1.2.3 ManualObject AxisObject
- 2.1.2.4 EditorGridSystem
- 2.1.2.4.1 Editor Grid System Source Code
- 2.1.2.5 Loading from VRML 2.0 - X3D
- 2.1.2.6 Read raw data from ManualObject
- 2.1.3 General
- 2.1.3.1 Setting a vector's length
- 2.1.3.2 Nearest point on a line
- 2.1.3.3 2D line intersection
- 2.1.3.4 Find Spline index
- 2.1.3.5 Raycasting to the polygon level
- 2.1.3.6 GetScreenspaceCoords
- 2.1.3.8 Equal Length Spline
- 2.1.3.9 Nearest point on a Spline
- 2.1.3.10 Get XZ coordinates
- 2.1.3.11 OgrePlant
- 2.2 Rendering
- 2.2.1 SpriteManager2d
- 2.2.2 Line 3D
- 2.2.3 DynamicLineDrawing
- 2.2.5 Circle3D
- 2.2.7 Displaying LensFlare
- 2.2.7.1 LensFlare.h
- 2.2.7.2 LensFlare.cpp
- 2.2.7.3 Lensflare.material
- 2.2.8 Faking HDR
- 2.2.9 MovableText
- 2.2.10 OgreSprites
- 2.2.11 Oriented Bounding Box
- 2.2.12 Technique Switcher
- 2.2.13 Multiple Render Targets
- 2.2.14 PixelCountLodStrategy
- 2.2.15 ScreenRatioLodStrategy
- 2.2.16 Light Attenuation Shortcut
- 2.2.17 Simple SSAO
- 2.2.18 Skeleton Debugger
- 2.2.19 Render to SVG
- 2.2.20 Native Rendersystem Calls
- 2.2.21 Render Target to QImage [QT]
- 2.4.1 URLArchive
- 2.4.5 Saving dynamic textures
- 2.4.7 Exporting3DTextures
- 2.4.8 MaterialExamples
- 2.4.10 ObjectTextDisplay
- 2.4.11 PolygonFont
- 2.4.12 MovableTextOverlay
- 2.4.13 ObjectTitle
- 2.4.14 PGF
- 2.4.15 TerrainMeshDecal
- 2.4.16 Light mapping
- 2.4.20 FadeEffectOverlay
- 2.4.21 CropImage
- 2.4.23 Merge exe with a media zip
- 2.4.24 Render entitys to rttTex
- 2.4.25 Compositor
- 2.4.26 CompositorLogic Framework
- 2.4.27 Loading Image from Disk
- 2.5 Particles
- 2.5.1 ParticleExampleSun
- 2.5.2 Moving Space Dust Effect
- 2.5.3 InterpolationAffector
- 2.5.4 IteratedFractal
- 2.5.5 Heat Shimmer Manager
- 2.5.6 ParticleSmoke
- 2.5.7 MeshEmitter
- 2.5.8 Explosion
- 2.6 Shaders
- 2.6.1 Stencil Glow
- 2.6.2 ShaderIntroduction
- 2.6.4 How To Compile CG Files
- 2.6.5 Orange Shader
- 2.6.6 Fading Object Shader
- 2.6.7 Holographe Shader
- 2.6.8 JaJDoo Shader Guide
- 2.6.8.1.2 Basics - JaJDoo Shader Guide - Basics
- 2.6.8.3 test menu
- 2.6.9 PerPixel Lighting
- 2.6.10 PerPixel Lighting II
- 2.6.12 The Monster
- 2.6.12.1 All-In-Wonder-cg
- 2.6.12.2 All-In-Wonder-material
- 2.6.13 Monster oFusion
- 2.6.13.1 Monster-program
- 2.6.13.2 Monster-source
- 2.6.14 The Monster v2
- 2.6.14.1 Monster-2-program
- 2.6.14.2 Monster-2-material
- 2.6.14.3 Monster-2-cg
- 2.6.16 Shadows
- 2.6.17 Depth Shadow Mapping
- 2.6.18 Custom Shadow Mapping
- 2.6.20 Offset Bump Ambient Lightmap
- 2.6.21 OceanFog
- 2.6.22 Volumetric LightShafts
- 2.6.23 Smoke Trails
- 2.6.24 Terrain Alpha Splatting
- 2.6.24.1 Terrain Alphasplat Material
- 2.6.24.2 Terrain Alphasplat Program
- 2.6.24.3 Terrain Alphasplat Shader
- 2.6.25 Screen Space Effects
- 2.6.26 HLSL
- 2.6.27 Glow
- 2.6.29 GlowBalloon CG Shader
- 2.6.30 Enhanced CelShading
- 2.6.30.1 CelShading.material
- 2.6.30.2 CelShading.program
- 2.6.30.3 CelShading.cg
- 2.6.30.4 Outline.material
- 2.6.30.5 Outline.program
- 2.6.30.6 VertEdge.cg
- 2.6.33 Your First Direct3D11 Shader
- 2.6.34 Animated Particle (HLSL)
- 2.6.36 Shader Model 2 Glass
- 2.6.37 Shader Model 2 Plastic
- 2.6.38 Atmosphere Shader
- 2.6.39 Shader Model 2 Stone
- 2.6.42 Velvet X-ray Shader
- 2.6.43 RasterTek Fire Shader
- 2.8.1 RotateYawOnly
- 2.8.2 ManuallyControllingBones
- 2.8.5 Simple 3rd person camera
- 2.8.9 Euler Angle Class
- 2.8.9.1 Euler Angle Class C#
- 2.8.9.2 Euler Angle Class Mogre
- 2.8.10 How to drive a car
- 2.8.12 AnimationBlender
- 2.8.13 Morph animation
- 2.8.14 Camcorder
- 2.8.14.1 Camcorder-h
- 2.8.14.2 Camcorder-cpp
- 2.8.15 AnimationSerializer
- 2.8.15.1 AnimationSerializer-h
- 2.8.15.2 AnimationSerializer-cpp
- 2.9 Input Snippets
- 2.9.3 Selection Buffer
- 2.9.4 ThreeDeeObjectPicking
- 2.9.5 KeyboardTranslator
- 2.9.6 GII
- 2.9.7 Pick Drag Drop
- 2.9.9 Auto Repeat Key Input
- 2.9.10 Using SDL Input
- 2.10 GUI Snippets
- 2.10.1 CEGUI Snippets
- 2.10.1.1 CEGUICommonFileDialog
- 2.10.1.1.1 File dialog code CEGUICommonFileDialog.cpp
- 2.10.1.1.3 File dialog code CEGUICommonFileDialog.h
- 2.10.1.1.5 File dialog code CEGUIHashMapTemplates.h
- 2.10.1.1.7 File dialog code CEGUISingletonX.h
- 2.10.1.1.8 File dialog code CEGUISingletonX.h for Linux
- 2.10.1.1.9 File dialog code CommonFileDialog.layout
- 2.10.1.1.10 File dialog code ogregui2.layout
- 2.10.1.1.11 File dialog demo code Demo Gui2 for Linux.cpp
- 2.10.1.1.12 File dialog demo code Demo Gui2.cpp
- 2.10.1.3 CEGUIBuildDialog
- 2.10.1.3.1 File DialogBuild.cpp
- 2.10.1.3.2 File DialogBuild.h
- 2.10.1.3.3 File DialogBuild.layout
- 2.10.1.4 How To Show The Mouse Cursor
- 2.10.1.7 Building CEGUI
- 2.10.2 GUI Toolkits
- 2.10.2.1 wxWidgets
- 2.10.2.1.1 WxOgre
- 2.10.2.1.2 WxOgre for OGRE v1.2
- 2.10.2.1.3 WxOgre for OGRE v1.4
- 2.10.2.1.4 WxOgreRenderWindow for Eihort
- 2.10.2.1.5 WxOgreView
- 2.10.2.1.6 Embedding OGRE in wxWidgets 2.8
- 2.10.2.2 Qt
- 2.10.2.2.1 QtOgre
- 2.10.2.2.2 Ogre overlays using Qt
- 2.10.2.2.3 Integrating Ogre into QT5
- 2.10.2.3 Using Ogre with FLTK
- 2.10.2.4 Using Ogre with FLTK FLUID
- 2.10.2.5 GtkmmOgre
- 2.10.2.6 GtkOgre
- 2.10.3 Creating Overlays via Code
- 2.10.4 PieSliceOverlay
- 2.10.5 Ogre Line Chart
- 2.10.7 Simple Text Output
- 2.10.8 Scrolling Message
- 2.10.9 OgreFontHelper
- 2.10.11 RenderTTFFontToTexture
- 2.10.13 Integrating OpenGUI
- 2.10.14 Simple text
- 2.10.15 Using A Cocoa Window
- 2.10.16 Minimal Berkelium Integration
- 2.11 Sound and Multimedia
- 2.11.1 FMOD SoundManager
- 2.11.1.1 File SoundManager.h
- 2.11.1.2 File SoundManager.cpp
- 2.11.1.3 File SoundMgrSample.cpp
- 2.11.3 OpenAl Soundmanager
- 2.11.3.1 OpenAl SoundManager, dll version
- 2.11.4 Using GStreamer with Ogre
- 2.11.5 Another FMOD SoundManager
- 2.12 Physics Snippets
- 2.12.1 BulletMeshStrider
- 2.12.2 BulletDebugDrawer
- 2.12.3 GettingStartedWithOde
- 2.12.4 ODE Simulation Stability
- 2.12.6 BulletSharpDebugDrawer
- 2.14 System
- 2.14.1 Minimal Ogre projects
- 2.14.1.1 Project base
- 2.14.1.2 MinimalApplication
- 2.14.1.3 Hello World with minimal Ogre init
- 2.14.1.4 MinimalPracticalApplication
- 2.14.1.5 One Function Ogre
- 2.14.1.6 Simple Win32 Program
- 2.14.1.6.1 Ogre32.cpp
- 2.14.2 Timer
- 2.14.2.1 TimerManager
- 2.14.2.2 Assaf Muller's Timer Manager
- 2.14.2.3 Timer class with queued callbacks
- 2.14.3 Logging
- 2.14.3.1 DumpingNodeTree
- 2.14.3.2 HTMLLogRenderer
- 2.14.4 Console
- 2.14.4.1 ConsoleCode
- 2.14.4.2 OgreConsole
- 2.14.4.3 LuaConsole
- 2.14.5 OS tricks
- 2.14.5.2 Custom Icon and Cursor
- 2.14.5.3 GetExecutablePath
- 2.14.5.4 ProjectPaths
- 2.14.5.5 LinuxDrivers
- 2.14.5.6 Linux Material Scripts Parsing
- 2.14.5.7 DetectAC
- 2.14.5.8 Simple Linux Compiler Tool
- 2.14.5.9 iOS Input via UIView
- 2.14.6 Scene manager
- 2.14.6.1 ChangeSceneManagerRunTime
- 2.14.7 Render system
- 2.14.7.1 SafelyLoadingRenderSystems
- 2.14.7.2 FlushGPUBuffer
- 2.14.8 LoadingMeshesWithoutOgre
- 2.14.10 Creating A Plugin DLL
- 2.14.11 Loading Meshes From Any Path
- 2.14.12 Ogre on a Cluster
- 2.14.13 Hardware Occlusion Query
- 2.14.14 Video Setting Manager
- 2.14.15 Loading skeletons from any path
- 2.15 AI
- 2.15.1 AI Agent Control
- 2.16 Miscellaneous
- 2.16.1 OogstsHowTo
- 2.16.2 OogstsHowTo2
- 2.16.3 Easy debug text
- 2.16.4 High resolution screenshots
- 2.16.5 Printf with ogre
- 2.16.8 New DotScene Loader
- 2.16.8.1 New DotSceneLoader header
- 2.16.8.2 New DotSceneLoader source
- 2.16.9 RapidXML Dotscene Loader
- 2.16.9.1 RapidXML Dotsceneloader-h
- 2.16.9.2 RapidXML Dotsceneloader-cpp
- 2.16.9.3 RapidXML Dotsceneloader Sample Scene
- 2.16.10 Frustum Culling In Object Space
- 2.16.11 HowTo: Write text on texture
- 2.16.12 All-purpose script parser
- 2.16.13 Query Ogre Version
- 2.16.14 Ogre Compatible HeightMap
- 2.16.15 TinyXMLResource
- 2.16.15.1 TinyXMLResource h
- 2.16.15.2 TinyXMLResource cpp
- 2.16.15.3 TinyXMLResourceManager h
- 2.16.15.4 TinyXMLResourceManager cpp
- 2.16.16 OgreProfiler
- 2.16.17 SDK Hack
- 2.16.19 ConvertVS2003toVS2002
- 2.16.20 Premake
- 2.16.21 Notepad Highlighter
- 2.16.25 Colour Gradient
- 2.16.26 Simple config text parser
- 2.16.27 Name Generator
- 2.17 Scripting
- 2.17.2 Squirrel Scripting Language
- 2.17.3 ScriptFX
- 2.18 External Snippets
- 2.19 Networking
- 2.19.1 Using OgreSocks with Ogre
- 2.19.2 OpenTNL
- 10.4 Game State Manager
- 10.5 RTS Sample App
- 10.8 Threading
- 11 Experiences
- 11.1 Experiences:Tibor
- 11.2 Experiences:LOCV
- 12 OgreArticles
- 12.1.1 Edge techniques
- 12.1.2 Artistic media overlay
- 12.4 Ogre Mac
- 12.4.1 MacCommonErrors
- 12.4.2 MacDotScene
- 12.4.3 MacLibrary
- 12.4.4 MacXMLConverter
- 12.9 Script Cache Plugin
- 12.10 HDR (High Dynamic Range)
- 14 DotScene
- 14.1 DotSceneFormat
- 15.3 Ogre Terrain System
- 16 TOC Cookbook
- 2 Snippets
- 2.1.1.7 Creating a sphere mesh manually with nice texture coordinates and normals : ManualSphereMeshes
- 2.1.2.6 Read raw data from ManualObject
- 2.1.3.11 OgrePlant
- 2.2.4 Utility class for rendering simple primitives like 3D lines, quads and cuboids. : Debug Drawing Utility Class
- 2.2.11 A class which renders an Oriented Bounding Box using SimpleRenderable. : Oriented Bounding Box
- 2.2.12 Switch render modes between textured, solid, wireframe and hidden lines. : Technique Switcher
- 2.2.13 Setting up a Multiple Render Target and associated materials/shaders without using compositors. : Multiple Render Targets
- 2.2.14 PixelCountLodStrategy
- 2.2.15 ScreenRatioLodStrategy
- 2.2.16 Light Attenuation Shortcut
- 2.2.17 Simple SSAO
- 2.2.18 Skeleton Debugger
- 2.2.19 Render to SVG
- 2.2.20 Native Rendersystem Calls
- 2.2.21 Render Target to QImage [QT]
- 2.4.3 A proxy archive that provides various transforms, like resource overrides, file name prefixes : Merging and transforming archives
- 2.4.6 Changing the material properties of a mesh without affecting other meshes using the same material : Per renderable transparency
- 2.4.17 Ogre helper methods to reload all the materials found in a material script : Reloading materials and parsing material scripts
- 2.4.18 A small extension to add a reload button to the Ogre GUI demo that makes customizing TaharezLook.tga faster : Extending the Ogre GUI demo to reload textures on the fly
- 2.4.19 A class to allow Quake 3 style color codes to be inserted into text overlay elements : ColoredTextAreaOverlayElement
- 2.4.22 Utility function that generates a texture with transparency based on a certain colour value : Creating transparency based on a key colour in code
- 2.4.26 The CompositorLogic framework is a small addon framework for Ogre that aims to make advanced compositors dynamically loadable : CompositorLogic Framework
- 2.4.27 Loading Image from Disk
- 2.5.2 How to code a particle effect attached to a moving SceneNode, so that the particle effect follows it : Moving Space Dust Effect
- 2.5.5 A simple to use manager for adding a particle based heat shimmer effect : Heat Shimmer Manager
- 2.5.7 A plugin mesh emitter where by each vertex in the the mesh is treated as an emitter : MeshEmitter
- 2.5.8 Explosion
- 2.6.3 Step by step guide for setting up some very basic CG materials in Ogre : Getting Started With Ogre CG Materials
- 2.6.8 This guide (concentrating on HLSL) will teach you what shaders are, how to understand them, and how to create your own. : JaJDoo Shader Guide
- 2.6.8.1.2 Basics - JaJDoo Shader Guide - Basics
- 2.6.8.3 test menu
- 2.6.9 A simple, everytime accurate per-pixel cg shader for Ogre, right out of box : PerPixel Lighting
- 2.6.12.1 All-In-Wonder-cg
- 2.6.12.2 All-In-Wonder-material
- 2.6.13 Monster oFusion
- 2.6.13.1 Monster-program
- 2.6.13.2 Monster-source
- 2.6.14 The Monster v2
- 2.6.14.1 Monster-2-program
- 2.6.14.2 Monster-2-material
- 2.6.14.3 Monster-2-cg
- 2.6.17 How to implement depth shadow mapping in your own project as seen in the Shadows demo : Depth Shadow Mapping
- 2.6.24.4 Terrain Alpha Splatting - terrain configuration file : Terrain Alphasplat 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 : Screen Space Effects
- 2.6.28 Combined normal mapping and hardware skinning : Normal Mapping with Hardware Skinning and Specular
- 2.6.29 GlowBalloon CG Shader
- 2.6.30 Enhanced CelShading
- 2.6.30.1 CelShading.material
- 2.6.30.2 CelShading.program
- 2.6.30.3 CelShading.cg
- 2.6.30.4 Outline.material
- 2.6.30.5 Outline.program
- 2.6.30.6 VertEdge.cg
- 2.6.31 Using lambert diffuse model and phong highlight specular. : Accurate per-pixel sphere mapping with normal map influence
- 2.6.32 Using lambert diffuse model and phong highlight specular : Accurate per-pixel cube mapping with normal map influence
- 2.6.33 Your First Direct3D11 Shader
- 2.6.34 Animated Particle (HLSL)
- 2.6.36 Shader Model 2 Glass
- 2.6.37 Shader Model 2 Plastic
- 2.6.39 Shader Model 2 Stone
- 2.6.42 Velvet X-ray Shader
- 2.6.43 RasterTek Fire Shader
- 2.8.2 One technique to manually control bones in a skeletally animated character : ManuallyControllingBones
- 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 : Make A Character Look At The Camera
- 2.8.9.1 Euler Angle Class C#
- 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) : How to drive a car
- 2.8.11 Controlling car on crazy, twisted tracks using physics engine : Controlling car on twisted track
- 2.8.14.1 Camcorder-h
- 2.8.14.2 Camcorder-cpp
- 2.8.15.1 AnimationSerializer-h
- 2.8.15.2 AnimationSerializer-cpp
- 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" : Head Tracking using the WiiMote
- 2.9.3 Selection Buffer
- 2.9.9 A small class to take key presses and auto repeat keyboard input for GUI : Auto Repeat Key Input
- 2.10.1.1.1 A Common File Dialog window for CEGUI - implementation : File dialog code CEGUICommonFileDialog.cpp
- 2.10.1.1.2 A Common File Dialog window for CEGUI - implementation (Linux) : File dialog code CEGUICommonFileDialog.cpp for Linux
- 2.10.1.1.3 A Common File Dialog window for CEGUI - header : File dialog code CEGUICommonFileDialog.h
- 2.10.1.1.4 A Common File Dialog window for CEGUI - header (Linux) : File dialog code CEGUICommonFileDialog.h for Linux
- 2.10.1.1.5 A Common File Dialog window for CEGUI - hashmap templates : File dialog code CEGUIHashMapTemplates.h
- 2.10.1.1.6 A Common File Dialog window for CEGUI - hashmap templates (Linux) : File dialog code CEGUIHashMapTemplates.h for Linux
- 2.10.1.1.8 A Common File Dialog window for CEGUI - singletonX (Linux) : File dialog code CEGUISingletonX.h for Linux
- 2.10.1.1.9 A Common File Dialog window for CEGUI - layout : File dialog code CommonFileDialog.layout
- 2.10.1.1.10 A Common File Dialog window for CEGUI - layout (Demo) : File dialog code ogregui2.layout
- 2.10.1.1.11 A Common File Dialog window for CEGUI - demo (Linux) : File dialog demo code Demo Gui2 for Linux.cpp
- 2.10.1.2 How to initialize the mouse cursor to a starting position : Initial Mouse Position With OIS and 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") : Creating a good looking Confirm Dialog with CEGUI
- 2.10.1.6 This is how I updated Ogre v1.2 source code with Cegui v0.5.0 (external link) source code : Update Ogre source code with latest Cegui 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 : Building CEGUI
- 2.10.2.1.4 Heavily modified version of wxOgre, that decouples the most possible wxWidgets from Ogre : WxOgreRenderWindow for Eihort
- 2.10.2.2.2 Ogre overlays using Qt
- 2.10.2.2.3 Integrating Ogre into QT5
- 2.10.5 Ogre Line Chart
- 2.10.6 Show / display mouse cursor without a GUI library : How to show the mouse cursor without CEGUI
- 2.10.10 A How To with code for creating, reading, and using a Unicode translation table : Reading a Unicode Multi Language Translation Table
- 2.10.11 This utility will generate Textures and the fitting .fontdef file for TTF fonts : RenderTTFFontToTexture
- 2.10.12 Based on How to show the Mouse Cursor W/O CEGUI : Mouse Cursor without using a GUI Toolkit for 1.4.4 (Eihort)
- 2.10.15 Using A Cocoa Window
- 2.11.2 A small code snippet for playing videos on Ogre materials / textures using DirectShow : DirectShow video in ogre texture
- 2.11.4 How to set up a GStreamer playbin2 element to stream video content to an Ogre texture : Using GStreamer with Ogre
- 2.11.5 Another FMOD SoundManager
- 2.12.1 A subclass of btStridingMeshInterface which allows one to share the same geometry between both graphics and collision meshes : BulletMeshStrider
- 2.12.2 Subclass from btIDebugDraw that allows you to visualize collision shapes, contact points and more : BulletDebugDrawer
- 2.12.4 Changing the way ODE is called, changes the behaviour of your simulation : ODE Simulation Stability
- 2.12.5 useful information about using Newton found in forum threads or by experience : Collision detection with Newton
- 2.12.6 BulletSharpDebugDrawer
- 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 : Project base
- 2.14.1.3 Hello World without using ExampleApplication.h or resource scripts : Hello World with minimal Ogre init
- 2.14.1.4 This is a minimal application using it's own main loop and plugin loading : MinimalPracticalApplication
- 2.14.1.5 Exploring how to start Ogre without using ExampleApplication.h or the built in Config Dialog : One Function Ogre
- 2.14.2.3 Timer class with queued callbacks
- 2.14.3.2 LogListener derived class which shadows a given Log's output with an html version with additional features : HTMLLogRenderer
- 2.14.5.8 A little php script that compiles your application under linux systems : Simple Linux Compiler Tool
- 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. : iOS Input via UIView
- 2.14.7.1 How to safely load rendersystems without a crash (as in, fail gracefully on systems that lack DirectX or GL) : SafelyLoadingRenderSystems
- 2.14.7.2 How to flush the GPU command buffer regularly to avoid stalls or framerate stuttering : FlushGPUBuffer
- 2.14.8 Some quick notes on loading meshes without initialising the Ogre renderer : LoadingMeshesWithoutOgre
- 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) : Loading Animations without a RenderSystem
- 2.14.10 This is a short example on how to create a plugin DLL that is loaded by Ogre at startup : Creating A Plugin DLL
- 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 : Loading Meshes From Any Path
- 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 : Ogre on a Cluster
- 2.14.14 Graphical Video Settings Manager - stores and retrieves saved video settings : Video Setting Manager
- 2.14.15 Loading skeletons from any path
- 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? : DotScene Loader with User Data
- 2.16.9.1 RapidXML Dotsceneloader-h
- 2.16.9.2 RapidXML Dotsceneloader-cpp
- 2.16.9.3 RapidXML Dotsceneloader Sample Scene
- 2.16.13 Shell extension which allows to know the version of Ogre I'm working on (Windows) : Query Ogre Version
- 2.16.14 Get height of terrain at (x,z) positions on a server without firing up Ogre : Ogre Compatible HeightMap
- 2.16.18 Tracing the call stack when ogre throws OgreException out of VS IDE : Callstack trace through OgreException out of IDE (for windows only)
- 2.16.21 Notepad Highlighter
- 2.16.25 Colour Gradient
- 2.16.26 Simple config text parser
- 2.16.27 Name Generator
- 2.17.1 This tutorial will teach the reader how to use Lua and LuaBind in a simple Ogre application : Scripting with LuaBind in Ogre
- 2.17.2 How to set up a very simple application and use Squirrel for scripting : Squirrel Scripting Language
- 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 : Using OgreSocks with Ogre
- 10.7 The Game Object Oriented Framework (GOOF) is a game engine (GOOF Engine) and a world editor (GOOF Editor) for Ogre3D : Game Object Oriented Framework
- 12.1 Non-photorealistic (NPR) techniques, as presented here, is about creating/rendering content without photo-realism as the goal : Non-Photorealistic Rendering
- 12.1.2 One of the best ways to quickly add artistic feel is to create the look of paper or canvas : Artistic media overlay
- 12.4.3 How to create a library ( that is, a .dylib or an .bundle) using Ogre3D on Mac OSX : MacLibrary
- 12.5 Hints for optimizing your Ogre application : Intel article "How to optimize Ogre applications using Intels VTune using SIMD and Multi threading
- 12.9 Script Cache Plugin
- 12.10 HDR (High Dynamic Range)
- 13 External resources on general topics such as 3D math, physics libraries, Animation, Artificial Intelligence, Games, Network, Shaders, Sound, Terrain, Texture, etc. : Articles And Sources
- 15.2 This document gives basic information on the usage of the PCZSceneManager : Portal Connected Zone Scene Manager