OGRE Wiki
Support and community documentation for Ogre3D
Ogre Forums
ogre3d.org
Log in
Username:
Password:
CapsLock is on.
Remember me (for 1 year)
Log in
Home
Tutorials
Tutorials Home
Basic Tutorials
Intermediate Tutorials
Mad Marx Tutorials
In Depth Tutorials
Older Tutorials
External Tutorials
Cookbook
Cookbook Home
CodeBank
Snippets
Experiences
Ogre Articles
Libraries
Libraries Home
Alternative Languages
Assembling A Toolset
Development Tools
OGRE Libraries
List of Libraries
Tools
Tools Home
DCC Tools
DCC Tutorials
DCC Articles
DCC Resources
Assembling a production pipeline
Development
Development Home
Roadmap
Building Ogre
Installing the Ogre SDK
Setting Up An Application
Ogre Wiki Tutorial Framework
Frequently Asked Questions
Google Summer Of Code
Help Requested
Ogre Core Articles
Community
Community Home
Projects Using Ogre
Recommended Reading
Contractors
Wiki
Immediate Wiki Tasklist
Wiki Ideas
Wiki Guidelines
Article Writing Guidelines
Wiki Styles
Wiki Page Tracker
Ogre Wiki Help
Ogre Wiki Help Overview
Help - Basic Syntax
Help - Images
Help - Pages and Structures
Help - Wiki Plugins
Toolbox
Freetags
Categories
List Pages
Structures
Trackers
Statistics
Rankings
List Galleries
Ogre Lexicon
Comments
History: Generating A Mesh
View page
Source of version: 8
(current)
This creates a ((-Mesh|mesh)) named "ColourCube" with one submesh in resource group "General", a coloured cube of size 200. {CODE(wrap="1", colors="c++")}void createColourCube() { /// Create the mesh via the MeshManager Ogre::MeshPtr msh = MeshManager::getSingleton().createManual("ColourCube", "General"); /// Create one submesh SubMesh* sub = msh->createSubMesh(); const float sqrt13 = 0.577350269f; /* sqrt(1/3) */ /// Define the vertices (8 vertices, each have 3 floats for position and 3 for normal) const size_t nVertices = 8; const size_t vbufCount = 3*2*nVertices; float vertices[vbufCount] = { -100.0,100.0,-100.0, //0 position -sqrt13,sqrt13,-sqrt13, //0 normal 100.0,100.0,-100.0, //1 position sqrt13,sqrt13,-sqrt13, //1 normal 100.0,-100.0,-100.0, //2 position sqrt13,-sqrt13,-sqrt13, //2 normal -100.0,-100.0,-100.0, //3 position -sqrt13,-sqrt13,-sqrt13, //3 normal -100.0,100.0,100.0, //4 position -sqrt13,sqrt13,sqrt13, //4 normal 100.0,100.0,100.0, //5 position sqrt13,sqrt13,sqrt13, //5 normal 100.0,-100.0,100.0, //6 position sqrt13,-sqrt13,sqrt13, //6 normal -100.0,-100.0,100.0, //7 position -sqrt13,-sqrt13,sqrt13, //7 normal }; RenderSystem* rs = Root::getSingleton().getRenderSystem(); RGBA colours[nVertices]; RGBA *pColour = colours; // Use render system to convert colour value since colour packing varies rs->convertColourValue(ColourValue(1.0,0.0,0.0), pColour++); //0 colour rs->convertColourValue(ColourValue(1.0,1.0,0.0), pColour++); //1 colour rs->convertColourValue(ColourValue(0.0,1.0,0.0), pColour++); //2 colour rs->convertColourValue(ColourValue(0.0,0.0,0.0), pColour++); //3 colour rs->convertColourValue(ColourValue(1.0,0.0,1.0), pColour++); //4 colour rs->convertColourValue(ColourValue(1.0,1.0,1.0), pColour++); //5 colour rs->convertColourValue(ColourValue(0.0,1.0,1.0), pColour++); //6 colour rs->convertColourValue(ColourValue(0.0,0.0,1.0), pColour++); //7 colour /// Define 12 triangles (two triangles per cube face) /// The values in this table refer to vertices in the above table const size_t ibufCount = 36; unsigned short faces[ibufCount] = { 0,2,3, 0,1,2, 1,6,2, 1,5,6, 4,6,5, 4,7,6, 0,7,4, 0,3,7, 0,5,1, 0,4,5, 2,7,3, 2,6,7 }; /// Create vertex data structure for 8 vertices shared between submeshes msh->sharedVertexData = new VertexData(); msh->sharedVertexData->vertexCount = nVertices; /// Create declaration (memory format) of vertex data VertexDeclaration* decl = msh->sharedVertexData->vertexDeclaration; size_t offset = 0; // 1st buffer decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); /// Allocate vertex buffer of the requested number of vertices (vertexCount) /// and bytes per vertex (offset) HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, msh->sharedVertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the vertex data to the card vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true); /// Set vertex buffer binding so buffer 0 is bound to our vertex buffer VertexBufferBinding* bind = msh->sharedVertexData->vertexBufferBinding; bind->setBinding(0, vbuf); // 2nd buffer offset = 0; decl->addElement(1, offset, VET_COLOUR, VES_DIFFUSE); offset += VertexElement::getTypeSize(VET_COLOUR); /// Allocate vertex buffer of the requested number of vertices (vertexCount) /// and bytes per vertex (offset) vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, msh->sharedVertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the vertex data to the card vbuf->writeData(0, vbuf->getSizeInBytes(), colours, true); /// Set vertex buffer binding so buffer 1 is bound to our colour buffer bind->setBinding(1, vbuf); /// Allocate index buffer of the requested number of vertices (ibufCount) HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, ibufCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY); /// Upload the index data to the card ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true); /// Set parameters of the submesh sub->useSharedVertices = true; sub->indexData->indexBuffer = ibuf; sub->indexData->indexCount = ibufCount; sub->indexData->indexStart = 0; /// Set bounding information (for culling) msh->_setBounds(AxisAlignedBox(-100,-100,-100,100,100,100)); msh->_setBoundingSphereRadius(Math::Sqrt(3*100*100)); /// Notify -Mesh object that it has been loaded msh->load(); }{CODE} To display this cube within your Ogre application, you will need to set up a material definition that looks like: {CODE(wrap="1", colors="c++")}material Test/ColourTest { technique { pass { ambient vertexcolour } } }{CODE} Alternatively, the material can be created directly in C++: {CODE(wrap="1", colors="c++")}MaterialPtr material = MaterialManager::getSingleton().create( "Test/ColourTest", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); material->getTechnique(0)->getPass(0)->setVertexColourTracking(TVC_AMBIENT);{CODE} And to insert the mesh into a scene: {CODE(wrap="1", colors="c++")}Entity* thisEntity = mSceneMgr->createEntity("cc", "ColourCube"); thisEntity->setMaterialName("Test/ColourTest"); SceneNode* thisSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); thisSceneNode->setPosition(-35, 0, 0); thisSceneNode->attachObject(thisEntity);{CODE} --- Alias: (alias(GeneratingAMesh))
Search by Tags
Search Wiki by Freetags
Latest Changes
FMOD SoundManager
HDRlib
Building Ogre V2 with CMake
Ogre 2.1 FAQ
Minimal Ogre Collision
Artifex Terra
OpenMB
Advanced Mogre Framework
MogreSocks
Critter AI
...more
Search
Find
Advanced
Search Help
Online Users
40 online users