ogre3d or QOpenGL ? for CAD like application

Problems building or running the engine, queries about how to use features etc.
Post Reply
chad
Gnoblar
Posts: 6
Joined: Tue Jul 29, 2014 2:17 pm

ogre3d or QOpenGL ? for CAD like application

Post by chad »

Hello,
I am a new user of ogre. Just did basic tutorial 2 until now.
And I am starting wondering: I don't want to create a game but an application where the user can do these main things:
- Create a part that would be added to the 3d view.
- A part is the assembly of points, joined by lines and/or circles.
- User can translate and rotate parts
- The parts will have to move during simulation when the user is post-processing...

So I didn't yet see the advantage of ogre compared to basic QopenGL for my type of application.

For the expert more mature users, what do you think ?

Thanks
User avatar
areay
Bugbear
Posts: 819
Joined: Wed May 05, 2010 4:59 am
Location: Auckland, NZ
x 69

Re: ogre3d or QOpenGL ? for CAD like application

Post by areay »

Ogre is just a rendering engine. It does the OpenGL (or directX) so you don't have to. It'll also let you manage on-screen objects easier than doing it in a raw graphics library. Think about things like scenenodes and the ability to parent objects to others. Then if you want to do animation it'll also make that easier.
chad
Gnoblar
Posts: 6
Joined: Tue Jul 29, 2014 2:17 pm

Re: ogre3d or QOpenGL ? for CAD like application

Post by chad »

thanks.
I was wondering if it is easier in ogre also to create part meshes constituted of only points/lines/circles ? or it is not the strong points of ogre
User avatar
Kojack
OGRE Moderator
OGRE Moderator
Posts: 7157
Joined: Sun Jan 25, 2004 7:35 am
Location: Brisbane, Australia
x 534

Re: ogre3d or QOpenGL ? for CAD like application

Post by Kojack »

It's easy to generate points or lines in code, ogre has a ManualObject class that gives a fairly easy (inspired by opengl) interface to building meshes. Circles are just a heap of lines.
Post Reply