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History: RmOgreExporter
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Source of version: 3
(current)
{img src="img/wiki_up/RenderMonkey.jpg" alt="RenderMonkey.jpg" imalign="right"} __Author__: [http://www.veritablesoft.com|Veritable Soft] (released to the community under the [http://en.wikipedia.org/wiki/MIT_license|MIT license]) __Project__: OGRE Add-on Project (RmOgreExporter) __Type__: Plug-in __Documentation__: [http://ogre.cvs.sourceforge.net/*checkout*/ogre/ogreaddons/RmOgreExporter/Readme.txt|ReadMe] __Sources__: [http://www.ogre3d.org/index.php?option=com_content&task=view&id=17&Itemid=70|OGRE Addons SVN] __Binaries__: [http://www.ogre3d.org/index.php?option=com_content&task=view&id=17&Itemid=141|OGRE Addons Downloads Area] __Status and bug reports__: [http://www.ogre3d.org/phpBB2/viewtopic.php?t=12351|OGRE Forum Thread] --- This addon project is dedicated to the development of an Ogre plugin for ATI's [http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx|RenderMonkey] shader IDE. !!!Current capabilities * Export .material, .program scripts and shaders .source to the Ogre format !!!Work in progress * Import Ogre .mesh files into RenderMonkey (MrCarbohydrate) !!!Todo list Here's a list of improvement ideas. Feel free to add your own, or of course start working on something! (then please move/add the feature to the Work in Progress section with your name) * More flexibility to export scripts (different directories, different material names, ...) * Persistence of the export options in the workspace file * More variable types supported by Ogre (camera in world space, ambient light color, ...) * Project files for more IDEs !!!Building from source You can checkout the project from the Ogre CVS repository at [http://cvs.sourceforge.net/viewcvs.py/ogre/ogreaddons/RmOgreExporter|ogreaddons/RmOgreExporter]. Currently, there is only a project file for Visual C++ 7.1. You'll need to sort out a couple of dependencies before being able to build the project, and define some environment variables to the dependencies path : * RenderMonkey 1.6 SDK : this should have been installed with RenderMonkey (but you had an option to skip it!). You must define a RM_PATH variable pointing to the main RenderMonkey directory. * [http://sourceforge.net/projects/loki-lib|Loki] : a library for design patterns implementation. Create a LOKI_PATH environment variable with its directory. * [http://www.boost.org|Boost] : a big set of libraries for... lots of things (I/O, threads, formatting...). You don't need to go through all the build process, as the plugin uses only the headers. Create a BOOST_PATH variable pointing on the directory. If you launch RenderMonkey from Visual C++ with a debug build of the plugin, you should be able to hit breakpoints into the source and debug more easily. !See also * [http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx|RenderMonkey website]
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