Skip to main content

History: RmOgreExporter

Source of version: 3 (current)

Copy to clipboard
            {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]