History: Mogre HOWTO's and Snippets
Source of version: 18
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This is a cookbook of code recipies for implementing a wide variety of tasks on Mogre with C#. The mini articles below on this page are for articles of a significant size. See __((OogstsHowTo|The Big HOWTO))__ and __((OogstsHowTo2|The Big HOWTO (II)))__ for a large collection of miscellaneous, smaller samples with Ogre C++.
The __((WarehouseJims MOGRE HOWTO))__ page contains also a lot of information.
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!!Geometry
* ((MOGRE GeneratingAMesh|Generating a Mesh)) - Example of creating a ((-Mesh|mesh)) in memory using a index and vertex buffer
* ((MOGRE OSMSceneLoader|OSM Scene Loader)) - Class for loading oFusion's OSM scene file
* ((MOGRE OSMSceneLoader 2|A recent OSM Scene Loader)) - A recent port of the class for loading oFusion's OSM scene file
* ((MOGRE dotSceneLoader)) - A ((dotScene)) format loader for Mogre
* ((MOGRE Line 3D)) - Create a line in 3D space
* ((Create Tetrahedron with MOGRE))
* ((ManualObject)) - Create objects by code
* ((MOGRE GeneratingAGrid|Generating a 3d Grid)) - Example code on how to generate a 3D grid on the xz plane
* ((MOGRE ManualSphereMeshes))
* ((MOGRE Projecting 3D position to 2D))
* ((MOGRE InstancedGeometry))
!!Animation
* ((MOGRE AnimationBlender|AnimationBlender)) - A class implemented to blend between two animations
!!2D content
* ((MogreBetaGUI)) - A simple ((-GUI)) system
* ((MQuickGUI)) - An other -GUI system
* ((MOGRE LoadingBarExample|Mogre Loading Bar Example)) - An example Mogre Loading Bar class
* ((Easy Debug Text for MOGRE))
!!Shaders
* ((Dof shader in Mogre)) - Depth of field shader for Mogre
* ((MOGRE Simple SSAO))
!!Other
* ((MOIS)) - Get current status of mouse and keyboard (or other devices)
* ((MOGRE MousePickingExample|Mogre Mouse Picking Example)) - An example for mouse picking of objects
* ((Raycasting to the polygon level - Mogre|Raycasting to the polygon level)) - This is a Mogre version of ((-Raycasting)) to the ((-Polygon|polygon)) level
* ((MOGRE LensFlare)) - ((LensFlare)) effect port for Mogre
* ((Catch LogMessages in MOGRE))
* ((Ray query with MOGRE))
* ((Convert a System.Image to a Mogre.Image|Convert a System.Drawing.Image to a Mogre.Image))
* ((Mogre Colourvalue helper class|Mogre Colourvalue helper class))
* ((Advanced Mogre Framework|Advanced Mogre Framework))
* ((AMOFGameEngine|AMOFGameEngine))
!Tiny snippets
!!Anti Aliasing & Vsync
This has to be set as a param for the Render Window. Here an extended example from the ((Mogre Tutorial - Embedding Mogre in Windows.Forms)):
{CODE(colors="c#")}// Create Render Window
mRoot.Initialise(false, "Main Ogre Window");
NameValuePairList misc = new NameValuePairList();
misc["externalWindowHandle"] = Handle.ToString();
misc["FSAA"] = "4"; // anti aliasing factor (0, 2, 4 ...)
misc["vsync"] = "true"; // by Ogre default: false
mWindow = mRoot.CreateRenderWindow("Main RenderWindow", 800, 600, false, misc);{CODE}
By default anti aliasing (FSAA) is disabled (0). Use an even factor (2, 4, ...) to enable it. The same way, you can enable Vsync.
{QUOTE(replyto="Sinbad")}VSync and FSAA are window-specific options, setConfigOption just contains them to deal with the auto-window. See Root::createRenderWindow for how to specify them in the NamedValuePairList.
FSAA and VSync cannot be changed without recreating the window, both fundamentally change the buffer structure on some render systems (either the count or format of them). You don't need to reinitialise the whoe render system, just recreate the window. Since the first window is 'special' in that it holds all the GPU driver resources, if you want to do this at runtime you should create a 1x1 background window first, then create a second window afterwards which can be destroyed and recreated to your hearts content.{QUOTE}
For details look at this [http://www.ogre3d.org/docs/api/html/classOgre_1_1Root.html#a537b7d1d0937f799cfe4936f6b672620|Ogre API page].
More options you find on the page ((RenderWindowParameters)).
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Alias: (alias(Mogre_HOWTO's_and_C#_Snippets))
Alias: (alias(Mogre HOWTO's and C))