Basic Tutorial 6: Overlay's and Publishing

Original version by Aeauseth


Any problems you encounter while working with this tutorial should be posted to the Mogre Forums.

Prerequisites

This tutorial assumes you have knowledge of VB.NET programming and are able to setup and compile an Mogre application (if you have trouble setting up your application, see Mogre Basic Tutorial VB 0 for a detailed setup walkthrough).

Introduction

In this tutorial you will learn how to use the DebugOverlay to display FPS information. You will also learn how to use an overlay to show a mouse cursor. Finally I will show that you can publish this project using the Click Once technique.

As you go through the tutorial you should be slowly adding code to your own project and watching the results as we build it.

Getting Started

As with the previous tutorials, we will be using a pre-constructed code:

 <font color='blue'>Imports</font> Mogre
 
 <font color='blue'>Module</font> Module1
 
     <font color='blue'>Public</font> myKeyboard <font color='blue'>As</font> MOIS.Keyboard
     <font color='blue'>Public</font> myMouse <font color='blue'>As</font> MOIS.Mouse
     <font color='blue'>Public</font> myCamera <font color='blue'>As</font> Camera
     <font color='blue'>Public</font> MyWindow <font color='blue'>As</font> RenderWindow
     <font color='blue'>Public</font> myTranslation <font color='blue'>As</font> Vector3 = Vector3.ZERO
     <font color='blue'>Public</font> Quitting <font color='blue'>As</font> <font color='blue'>Boolean</font> = <font color='blue'>False
 </font>    <font color='blue'>Public</font> myRotating <font color='blue'>As</font> <font color='blue'>Boolean</font> = <font color='blue'>False
 
 </font>    <font color='blue'>Sub</font> Main()
 
         <font color='blue'>Try
 
 </font>            <font color='green'>'Creating the Root Object 
 </font>            <font color='blue'>Dim</font> myRoot <font color='blue'>As</font> Root = <font color='blue'>New</font> Root(<font color='darkred'>"Plugins.cfg"</font>, <font color='darkred'>"ogre.cfg"</font>, <font color='darkred'>"ogre.log"</font>)
 
             <font color='green'>'Defining the Resources 
 </font>            <font color='blue'>Dim</font> cf <font color='blue'>As</font> <font color='blue'>New</font> ConfigFile
             cf.Load(<font color='darkred'>"resources.cfg"</font>, vbTab + <font color='darkred'>":="</font>, <font color='blue'>True</font>)
             <font color='blue'>Dim</font> seci <font color='blue'>As</font> ConfigFile.SectionIterator = cf.GetSectionIterator
             <font color='blue'>Dim</font> secName <font color='blue'>As</font> <font color='blue'>String</font>, typeName <font color='blue'>As</font> <font color='blue'>String</font>, archName <font color='blue'>As</font> <font color='blue'>String
 </font>            <font color='blue'>While</font> (seci.MoveNext())
                 secName = seci.CurrentKey
                 <font color='blue'>Dim</font> settings <font color='blue'>As</font> ConfigFile.SettingsMultiMap = seci.Current
                 <font color='blue'>For</font> <font color='blue'>Each</font> pair <font color='blue'>As</font> KeyValuePair(<font color='blue'>Of</font> <font color='blue'>String</font>, <font color='blue'>String</font>) <font color='blue'>In</font> settings
                     typeName = pair.Key
                     archName = pair.Value
                     ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName)
                 <font color='blue'>Next
 </font>            <font color='blue'>End</font> <font color='blue'>While
 
 </font>            <font color='green'>'Setting up the RenderSystem
 </font>            <font color='blue'>If</font> <font color='blue'>Not</font> myRoot.RestoreConfig <font color='blue'>Then
 </font>                <font color='blue'>If</font> <font color='blue'>Not</font> myRoot.ShowConfigDialog <font color='blue'>Then
 </font>                    <font color='blue'>Exit</font> <font color='blue'>Sub
 </font>                <font color='blue'>End</font> <font color='blue'>If
 </font>            <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='green'>'Creating the Render Window
 </font>            MyWindow = myRoot.Initialise(<font color='blue'>True</font>, <font color='darkred'>"Ogre RenderWindow"</font>)
             <font color='blue'>AddHandler</font> myRoot.FrameStarted, <font color='blue'>AddressOf</font> FrameStarted
 
             <font color='green'>'Initializing Resource Groups
 </font>            TextureManager.Singleton.DefaultNumMipmaps = 5
             ResourceGroupManager.Singleton.InitialiseAllResourceGroups()
 
             <font color='green'>'Creating the Scene
 </font>            <font color='blue'>Dim</font> myScene <font color='blue'>As</font> -SceneManager = myRoot.CreateSceneManager(SceneType.ST_GENERIC)
             myCamera = myScene.CreateCamera(<font color='darkred'>"Camera"</font>)
             myRoot.AutoCreatedWindow.AddViewport(myCamera)
 
 
             <font color='blue'>Dim</font> myNinja <font color='blue'>As</font> Entity = myScene.CreateEntity(<font color='darkred'>"ninja"</font>, <font color='darkred'>"ninja.mesh"</font>)
             myScene.RootSceneNode.CreateChildSceneNode.AttachObject(myNinja)
 
             myCamera.Position = <font color='blue'>New</font> Vector3(0, 200, -400)
             myCamera.LookAt(myNinja.BoundingBox.Center)
 
             <font color='green'>'Overlay
 
 </font>            <font color='green'>'Input handler
 </font>            InputClass.Init()
 
             <font color='green'>'The Render Loop
 </font>            myRoot.StartRendering()
 
 
         <font color='blue'>Catch</font> ex <font color='blue'>As</font> System.Runtime.InteropServices.SEHException
             <font color='blue'>If</font> OgreException.IsThrown <font color='blue'>Then
 </font>                MsgBox(OgreException.LastException.FullDescription, MsgBoxStyle.Critical, _
                      <font color='darkred'>"An Ogre  exception has occured!"</font>)
             <font color='blue'>Else
 </font>                MsgBox(ex.ToString, <font color='darkred'>"An error has occured"</font>)
             <font color='blue'>End</font> <font color='blue'>If
 </font>        <font color='blue'>End</font> <font color='blue'>Try
 
 </font>    <font color='blue'>End</font> <font color='blue'>Sub
 
 </font>    <font color='blue'>Public</font> <font color='blue'>Function</font> FrameStarted(<font color='blue'>ByVal</font> e <font color='blue'>As</font> FrameEvent) <font color='blue'>As</font> <font color='blue'>Boolean
 
 </font>        <font color='green'>'Capture buffered input
 </font>        myKeyboard.Capture()
         myMouse.Capture()
 
         <font color='green'>'Handle player/camera movement
 </font>        InputClass.ProcessKeyboard()
 
         myCamera.Position += myCamera.Orientation * myTranslation * e.timeSinceLastFrame
 
         <font color='green'>'Debug Overlay
 
 </font>        <font color='blue'>Return</font> <font color='blue'>Not</font> Quitting
     <font color='blue'>End</font> <font color='blue'>Function
 
 </font>    <font color='blue'>Public</font> <font color='blue'>Class</font> InputClass
 
         <font color='blue'>Const</font> TRANSLATE <font color='blue'>As</font> <font color='blue'>Single</font> = 200
         <font color='blue'>Const</font> ROTATE <font color='blue'>As</font> <font color='blue'>Single</font> = 0.003
 
         <font color='blue'>Shared</font> <font color='blue'>Sub</font> Init()
             <font color='green'>'Keyboard
 </font>            <font color='blue'>Dim</font> windowHnd <font color='blue'>As</font> <font color='blue'>Integer
 </font>            MyWindow.GetCustomAttribute(<font color='darkred'>"WINDOW"</font>, windowHnd)
             <font color='blue'>Dim</font> myInputManager <font color='blue'>As</font> MOIS.InputManager = MOIS.InputManager.CreateInputSystem(windowHnd)
             myKeyboard = myInputManager.CreateInputObject(MOIS.Type.OISKeyboard, <font color='blue'>True</font>)
             <font color='blue'>AddHandler</font> myKeyboard.KeyPressed, <font color='blue'>AddressOf</font> InputClass.KeyPressed
             <font color='blue'>AddHandler</font> myKeyboard.KeyReleased, <font color='blue'>AddressOf</font> InputClass.KeyReleased
 
             <font color='green'>'Mouse
 </font>            myMouse = myInputManager.CreateInputObject(MOIS.Type.OISMouse, <font color='blue'>True</font>)
             <font color='blue'>AddHandler</font> myMouse.MouseMoved, <font color='blue'>AddressOf</font> InputClass.MouseMovedListener
             <font color='blue'>AddHandler</font> myMouse.MousePressed, <font color='blue'>AddressOf</font> InputClass.MousePressedListener
             <font color='blue'>AddHandler</font> myMouse.MouseReleased, <font color='blue'>AddressOf</font> InputClass.MouseReleasedListener
 
         <font color='blue'>End</font> <font color='blue'>Sub
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Function</font> KeyPressed(<font color='blue'>ByVal</font> e <font color='blue'>As</font> MOIS.KeyEvent) <font color='blue'>As</font> <font color='blue'>Boolean
 </font>            <font color='blue'>Select</font> <font color='blue'>Case</font> e.key
 
                 <font color='blue'>Case</font> MOIS.KeyCode.KC_ESCAPE
                     Quitting = <font color='blue'>True
 </font>            <font color='blue'>End</font> <font color='blue'>Select
 
 </font>            <font color='blue'>Return</font> <font color='blue'>Nothing
 </font>        <font color='blue'>End</font> <font color='blue'>Function
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Function</font> KeyReleased(<font color='blue'>ByVal</font> e <font color='blue'>As</font> MOIS.KeyEvent) <font color='blue'>As</font> <font color='blue'>Boolean
 
 </font>            <font color='green'>'This function is just a placeholder
 </font>            <font color='green'>'It is unlikely you will ever use this
 </font>            <font color='green'>'Typically you either process unbuffered keyboard input (as in ProcessKeyboard)
 </font>            <font color='green'>'or you process buffered Keypress
 
 </font>            <font color='blue'>Return</font> <font color='blue'>Nothing
 </font>        <font color='blue'>End</font> <font color='blue'>Function
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Sub</font> ProcessKeyboard()
 
             <font color='green'>'This Sub is typically called via the FrameStarted event.
 
 </font>            <font color='green'>'Clear previous translation
 </font>            myTranslation.z = 0
             myTranslation.x = 0
             myTranslation.y = 0
 
             <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_UP) <font color='blue'>Or</font> _
                 myKeyboard.IsKeyDown(MOIS.KeyCode.KC_W) <font color='blue'>Then
 </font>                myTranslation.z += -TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_S) <font color='blue'>Or</font> _
                 myKeyboard.IsKeyDown(MOIS.KeyCode.KC_DOWN) <font color='blue'>Then
 </font>                myTranslation.z += TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_A) <font color='blue'>Or</font> _
                 myKeyboard.IsKeyDown(MOIS.KeyCode.KC_LEFT) <font color='blue'>Then
 </font>                myTranslation.x += -TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_D) <font color='blue'>Or</font> _
                 myKeyboard.IsKeyDown(MOIS.KeyCode.KC_RIGHT) <font color='blue'>Then
 </font>                myTranslation.x += TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_Q) <font color='blue'>Or</font> _
             myKeyboard.IsKeyDown(MOIS.KeyCode.KC_PGUP) <font color='blue'>Or</font> _
             myKeyboard.IsKeyDown(MOIS.KeyCode.KC_SPACE) <font color='blue'>Then
 </font>                myTranslation.y += TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>            <font color='blue'>If</font> myKeyboard.IsKeyDown(MOIS.KeyCode.KC_Z) <font color='blue'>Or</font> _
                 myKeyboard.IsKeyDown(MOIS.KeyCode.KC_PGDOWN) <font color='blue'>Then
 </font>                myTranslation.y += -TRANSLATE
             <font color='blue'>End</font> <font color='blue'>If
 </font>        <font color='blue'>End</font> <font color='blue'>Sub
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Function</font> MouseMovedListener(<font color='blue'>ByVal</font> e <font color='blue'>As</font> MOIS.MouseEvent) <font color='blue'>As</font> <font color='blue'>Boolean
 </font>            <font color='blue'>Static</font> myLastX <font color='blue'>As</font> <font color='blue'>Integer</font> = e.state.X.abs
             <font color='blue'>Static</font> myLastY <font color='blue'>As</font> <font color='blue'>Integer</font> = e.state.Y.abs
 
             <font color='blue'>If</font> myRotating <font color='blue'>Then
 </font>                myCamera.Yaw(e.state.X.rel * -ROTATE)
                 myCamera.Pitch(e.state.Y.rel * -ROTATE)
             <font color='blue'>End</font> <font color='blue'>If
 
 </font>        <font color='blue'>End</font> <font color='blue'>Function
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Function</font> MousePressedListener(<font color='blue'>ByVal</font> e <font color='blue'>As</font> MOIS.MouseEvent, <font color='blue'>ByVal</font> id <font color='blue'>As</font> MOIS.MouseButtonID) <font color='blue'>As</font> <font color='blue'>Boolean
 </font>            <font color='blue'>If</font> e.state.ButtonDown(MOIS.MouseButtonID.MB_Right) <font color='blue'>Then
 </font>                myRotating = <font color='blue'>True
 </font>            <font color='blue'>End</font> <font color='blue'>If
 </font>        <font color='blue'>End</font> <font color='blue'>Function
 
 </font>        <font color='blue'>Shared</font> <font color='blue'>Function</font> MouseReleasedListener(<font color='blue'>ByVal</font> e <font color='blue'>As</font> MOIS.MouseEvent, <font color='blue'>ByVal</font> id <font color='blue'>As</font> MOIS.MouseButtonID) <font color='blue'>As</font> <font color='blue'>Boolean
 </font>            <font color='blue'>If</font> <font color='blue'>Not</font> e.state.ButtonDown(MOIS.MouseButtonID.MB_Right) <font color='blue'>Then
 </font>                myRotating = <font color='blue'>False
 </font>            <font color='blue'>End</font> <font color='blue'>If
 </font>        <font color='blue'>End</font> <font color='blue'>Function
 
 </font>    <font color='blue'>End</font> <font color='blue'>Class
 
 
 End</font> <font color='blue'>Module
 </font> 

Make sure you can compile and run the application before continuing. If you are having difficulty, refer to the project setup guide or post to the forums. You should see a Ninja.

Overlays

For simplicity we will use an overlay include with the OgreSDK. Add the following code:

             <font color='green'>'Overlay
 </font>            <font color='blue'>Dim</font> myPanelOverlay <font color='blue'>As</font> Overlay = OverlayManager.Singleton.GetByName(<font color='darkred'>"Core/DebugOverlay"</font>)
             myPanelOverlay.Show()

The Overlay manager will search thru all the resources until it finds "Core/DebugOverlay", which in this case is in C:\OgreSDK\media\packs\OgreCore.zip. Feel free to open the ZIP file to see it's contents. I won't discuss how to create your own overlay yet, you will have to wait until the intermediate tutorials are finished. For now go ahead and compile & run the code.

You should see the Ogre logo and a green box with FPS information. Wouldn't it be nice to actually see the FPS and triangle counts? Well add the following code to the FrameStarted handler:

         <font color='green'>'Debug Overlay
 </font>        <font color='blue'>Dim</font> myAvg <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/AverageFps"</font>)
         <font color='blue'>Dim</font> myCurr <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/CurrFps"</font>)
         <font color='blue'>Dim</font> myBest <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/BestFps"</font>)
         <font color='blue'>Dim</font> myWorst <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/WorstFps"</font>)
         <font color='blue'>Dim</font> myNumTris <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/NumTris"</font>)
         <font color='blue'>Dim</font> myNumBatches <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/NumBatches"</font>)
         <font color='blue'>Dim</font> myDebug <font color='blue'>As</font> OverlayElement = OverlayManager.Singleton.GetOverlayElement(<font color='darkred'>"Core/DebugText"</font>)
 
         myAvg.Caption = <font color='darkred'>"Average FPS: "</font> & Mogre.StringConverter.ToString(MyWindow.AverageFPS)
         myCurr.Caption = <font color='darkred'>"Current FPS: "</font> & Mogre.StringConverter.ToString(MyWindow.LastFPS)
         myBest.Caption = <font color='darkred'>"Best FPS: "</font> & Mogre.StringConverter.ToString(MyWindow.BestFPS)
         myWorst.Caption = <font color='darkred'>"Worst FPS: "</font> & Mogre.StringConverter.ToString(MyWindow.WorstFPS)
         myNumTris.Caption = <font color='darkred'>"Triangle Count: "</font> & Mogre.StringConverter.ToString(MyWindow.TriangleCount)
         myNumBatches.Caption = <font color='darkred'>"Batch Count: "</font> & Mogre.StringConverter.ToString(MyWindow.BatchCount)

Now compile and run again. Move the camera around and watch the FPS change. You will probably have a FPS of 100+, on my system it is 800+. At most you only need 60 FPS. The FPS will drop as you add more entities to the scene.

Overlay Scripts

The overlay size and properties are stored in the OgreDebugPanel.overlay file. Here is the psudo code:

 // Ogre overlay scripts
 Core/DebugOverlay
 {
        zorder 500
        // Stats block
        container BorderPanel(Core/StatPanel)
        {
                metrics_mode pixels
                vert_align bottom
                left 5 
                top -107
                width 220
                height 102
                material Core/StatsBlockCenter
                border_size 1 1 1 1
                border_material Core/StatsBlockBorder
                border_topleft_uv     0.0000 1.0000 0.0039 0.9961
                border_top_uv         0.0039 1.0000 0.9961 0.9961
                border_topright_uv    0.9961 1.0000 1.0000 0.9961
                border_left_uv        0.0000 0.9961 0.0039 0.0039
                border_right_uv       0.9961 0.9961 1.0000 0.0039
                border_bottomleft_uv  0.0000 0.0039 0.0039 0.0000
                border_bottom_uv      0.0039 0.0039 0.9961 0.0000
                border_bottomright_uv 0.9961 0.0039 1.0000 0.0000
 
                container Panel(Core/BreakPanel)
                {
                        metrics_mode pixels
                        left 5 
                        top 22
                        width 210
                        height 1
                        material Core/StatsBreak
                }
     
                element TextArea(Core/CurrFps)
                {
                        metrics_mode pixels
                        left 5
                        top 5
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 19
                        caption Current FPS:
                        colour_top 1 1 0.7
                        colour_bottom 1 1 0.7
                }
                element TextArea(Core/AverageFps)
                {
                        metrics_mode pixels
                        left 5
                        top 25
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 16
                        caption AVERAGE FPS:
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
                element TextArea(Core/WorstFps)
                {
                        metrics_mode pixels
                        left 5
                        top 40
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 16
                        caption WORST FPS:
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
                element TextArea(Core/BestFps)
                {
                        metrics_mode pixels
                        left 5
                        top 55
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 16
                        caption BEST FPS:
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
                element TextArea(Core/NumTris)
                {
                        metrics_mode pixels
                        left 5
                        top 70
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 16
                        caption Triangle Count:
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
                element TextArea(Core/NumBatches)
                {
                        metrics_mode pixels
                        left 5
                        top 85
                        width 90
                        height 30
                        font_name BlueHighway
                        char_height 16
                        caption Batch Count:
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
                element TextArea(Core/DebugText)
                {
                        metrics_mode pixels
                        left 230
                        top 70
                        width 200
                        height 30
                        font_name BlueHighway
                        char_height 16
                        colour_top 0.5 0.7 0.5
                        colour_bottom 0.3 0.5 0.3
                }
     
        }
        container Panel(Core/LogoPanel)
        {    
                metrics_mode pixels
                horz_align right
                vert_align bottom
                top -75
                left -165
                width 150
                height 75
                material Core/OgreText
        }
 }
 
 // A silly example of how you would do a 3D cockpit
 //Examples/KnotCockpit
 //{
 //    zorder 100
 //    entity knot.mesh(hudKnot)
 //    {
 //        position 0 0 -50
 //        rotation 0 0 0 0
 //    }
 //
 //}

You can get a general idea how the panel is setup and how each overlay element is defined. Again you will have to wait for the intermediate tutorials if you want to create your own.

Publishing

Before we can publish our project we need to make sure all the files we need are listed in our Solution Explorer.

As you recall we took a few shortcuts and used several items from C:\OgreSDK. So we will need to prepare our project so it can stand on it's own.

Preperation

So lets add these items to our project now. Open the resources.cfg file and modify the paths as follows:

 # Resource locations to be added to the 'boostrap' path
 # This also contains the minimum you need to use the Ogre example framework
 [Bootstrap]
 Zip=.\Media\packs/OgreCore.zip
 
 # Resource locations to be added to the default path
 [General]
 FileSystem=.\Media FileSystem=.\Media/fonts
 FileSystem=.\Media/materials/programs
 FileSystem=.\Media/materials/scripts
 FileSystem=.\Media/materials/textures
 FileSystem=.\Media/models
 FileSystem=.\Media/overlays
 FileSystem=.\Media/particle
 FileSystem=.\Media/gui
 FileSystem=.\Media/DeferredShadingMedia
 Zip=.\Media/packs/cubemap.zip
 Zip=.\Media/packs/cubemapsJS.zip
 Zip=.\Media/packs/dragon.zip
 Zip=.\Media/packs/fresneldemo.zip
 Zip=.\Media/packs/ogretestmap.zip
 Zip=.\Media/packs/skybox.zip

Now drag and drop the C:\OgreSDK\Media folder to your Solution Explorer. Ideally you would now set the properties of each of these files to "Copy if newer", but there is alot of them (ugly). I decided to modify my Tutuorial6.vbproj file and replace None Include="media with Content Include="media, which was much faster.

You may have noticed that we modified our "Defining the Resources" section of code to look in two places.

We also need to modify the paths of our Plugins.cfg file as follows:

 # Defines plugins to load
 
 # Define plugin folder
 PluginFolder=./plugins
 
 # Define plugins
 Plugin=RenderSystem_Direct3D9
 Plugin=RenderSystem_GL
 Plugin=Plugin_ParticleFX
 Plugin=Plugin_BSPSceneManager
 Plugin=Plugin_OctreeSceneManager
 Plugin=Plugin_CgProgramManager

Now right click on "Solution Explorer" and create a new folder called "plugins". Now right click on this "plugins" folder and add the existing items listed in the Plugins.cfg file. You should find these files in C:\OgreSDK\bin\release.

Verify that all the files in the plugins have theri Build Action set to 'Content', and the "Copy to Output" set to "Copy if newer"

Verify that all the remaining 'dll' and 'cfg' files in the main Solution Explorer have their Build Action set to 'Content'.

Compile and run to make sure everything still works!

Publish

On the menu bar select Project then click on the Publish tab. Pick a new folder on your hard drive, USB drive, or wherever. I recommend clicking the updates button and checking the auto updates before application starts.

Click the Publish Wizard, follow the prompts and your done. You can burn the publish directory to a CD if you like.

There are a couple of prequesites to running Ogre applications. You must have vcredist_x86.exe and DirectX Redistributables from November 2007 installed. It would be nice to include these as prerequisites to the publishing package, but I don't know how to do this. For now just download and include them with the rest of the package.

You can now take these files to a generic computer and run setup.exe. This is a very simple way to distribute your application.

Conclusion

You have seen how overlays can be used to provide 2D information in a static location. You have also seen that VB.NET can package up all the necessary files, refereneces and dll dependancies, so that you can publish your application. You may find that a custom or commercial setup applcation may be more suitable for your project.

You may have noticed that there are only 6 VB.NET basic tutorials, yet there are 8 ogre basic tutorials. In my opinion the use of CEGUI and other addins are not 'basic'. Look for addin tutorials in the VB.NET intermediate tutorials.

Category:Tutorials
Category:MOGRE

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1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.