TOC Development
Each and every page in the Development structure
Welcome to the new Ogre Wiki!
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
- 1 Building Ogre
- 2 Installing the Ogre SDK
- 2.1 NetBeans 6.9.1
- 3 Setting Up An Application
- 3.1 Setting Up An Application - Windows
- 3.2 Setting Up An Application - Linux
- 3.2.1 Setting Up An Application - Eclipse - Linux
- 3.2.2 Setting Up An Application - Autotools - Linux
- 3.2.3 Setting Up An Application - CodeBlocks - Linux
- 3.2.4 Setting Up An Application - QtCreator - Linux
- 3.2.5 Setting Up An Application - NetBeans - Linux
- 3.2.6 Setting Up An Application - KDevelop - Linux
- 3.3 Setting Up An Application - Mac OSX
- 3.4 Ogre Wiki Tutorial Framework
- 3.4.1 BaseApplication-h
- 3.4.2 BaseApplication-cpp
- 3.4.3 TutorialApplication-h
- 3.4.4 TutorialApplication-cpp
- 3.4.5 MinimalOgre-h
- 3.4.6 MinimalOgre-cpp
- 3.4.7 TinyOgre-h
- 3.4.8 TinyOgre-cpp
- 3.4.9 LowLevelOgre-h
- 3.4.10 LowLevelOgre-cpp
- 3.5 Building Your Projects With CMake
- 3.5.1 CMakeLists
- 3.6 Setting Up An Application - iPhone
- 4 Building Ogre Shoggoth
- 4.1 Installing An SDK - Shoggoth
- 4.1.1 Installing the Ogre SDK on Windows - Shoggoth
- 4.1.1.1 Installing the Ogre SDK for Visual C - Shoggoth
- 4.1.1.2 NetBeans 6.9.1
- 4.1.1.3 Codeblocks and MinGW
- 4.1.1.3.1 MinGW Toolbox project migration
- 4.1.1.3.2 MinGW Toolbox Install Guide
- 4.1.1.3.3 Code Blocks Compiler Setup
- 4.1.1.4 Codeblocks
- 4.1.1.5 Eclipse MingW STLPort
- 4.1.1.6 Codeblocks and MS Visual Studio
- 4.1.1.7 CodeBlocks MingW STLPort
- 4.1.1.7.1 CodeBlocks MinGW FAQ
- 4.1.1.7.2 CodeBlocks Ogre SDK Tips
- 4.1.1.8 Eclipse MingW
- 4.1.2 Installing the Ogre SDK on Linux - Shoggoth
- 4.1.3 Installing the Ogre SDK on Mac OS X - Shoggoth
- 4.1.1 Installing the Ogre SDK on Windows - Shoggoth
- 4.2 Building From Source - Shoggoth
- 4.2.1 Building From Source - Windows - Shoggoth
- 4.2.1.1 DevCPP building
- 4.2.1.2 Building Under Eclipse And GCC
- 4.2.2 Building From Source - Linux - Shoggoth
- 4.2.2.1 FromSourceUbuntu
- 4.2.2.2 Kubuntu Install
- 4.2.2.3 Checkinstall
- 4.2.2.4 Detailed Fedora Walkthrough
- 4.2.3 Building From Source - Mac OSX - Shoggoth
- 4.2.1 Building From Source - Windows - Shoggoth
- 4.3 StaticLinking
- 4.4 NetBeans 6.9.1
- 4.5 The Complete Blanks Guide To Using The OGRE SDK AppWizard - Shoggoth
- 4.6 Visual Studio Debugging Settings - Shoggoth
- 4.7 Setting Up An Application - Shoggoth
- 4.7.1 Setting Up An Application - Prelude
- 4.7.2 Setting Up An Application - Linux - Shoggoth
- 4.7.2.1 IDE Eclipse
- 4.7.2.2 Cross Compiling OGRE on Linux
- 4.7.2.3 Cross-Compiling OGRE on Debian
- 4.7.2.4 OGRE and LINUX fix
- 4.7.3 Setting Up An Application - Windows - Shoggoth
- 4.7.3.1 Setting up VC6
- 4.7.4 Setting Up An Application - Mac OSX - Shoggoth
- 4.7.5 Setting Up An Application - First Application
- 4.1 Installing An SDK - Shoggoth
- 5 Roadmap
- 5.1 TindalosNotes
- 5.2 ByatisNotes
- 5.3 CthughaNotes
- 5.4 ShoggothNotes
- 5.5 EihortNotes
- 5.6 DagonNotes
- 5.7 AzathothNotes
- 6 Google Summer Of Code
- 6.1 SummerOfCode2011
- 6.2 SummerOfCode2009
- 6.2.1 SoC2009 Compositor
- 6.2.2 SoC2009 Samples
- 6.3 SummerOfCode2008
- 6.3.1 SoC2008 GeometryShaders
- 6.3.2 SoC2008 LOD
- 6.3.3 SoC2008 MotionSynth
- 6.3.4 SoC2008 OgreCollada
- 6.4 SummerOfCode2007
- 6.4.1 SoC2007 Animation
- 6.4.2 SoC2007 Emulation
- 6.4.3 SoC2007 MaterialEditor
- 6.4.3.1 MaterialEditor
- 6.4.4 SoC2007 Memory
- 6.4.5 SoC2007 ScriptCompilers
- 6.5 SummerOfCode2006
- 6.5.1 SoC2006 BillboardClouds
- 6.5.2 SoC2006 Instancing
- 6.5.3 SoC2006 RmExporter
- 6.5.4 SoC2006 SceneManagement
- 6.5.5 SoC2006 Shadows
- 6.5.6 SoC2006 XSITool
- 6.6 GSoC Development Advices
- 6.7 GSoCApplicationTemplate
- 7 Help Requested
- 8 Development Procedures
- 9 Ogre Releases
- 10 About Ogre
- 10.1 Brief history of OGRE
- 10.2 Ogre Demos
- 10.3 Ogre Models
- 11 Current Ogre Features
- 12 Hardware
- 13 Documentation Architecture
- 14 Ogre Core Articles
- 14.1 Ogre iPhone
- 14.1.1 Ogre iPhone FAQ
- 14.1.2 Ogre iPhone Todo List
- 14.1.3 Building From Source - iPhone
- 14.1.4 Downloading The Ogre Source (for iPhone)
- 14.1.5 Template Project
- 14.1.6 ogreOnIphoneFast
- 14.2 OgreBites
- 14.2.1 SdkTrays
- 14.2.2 SdkCameraMan
- 14.3 Deferred Shading
- 14.4 RT Shader System
- 14.5 Script compilers
- 14.5.1 NewScriptFeatures
- 14.5.2 ExtendingScriptCompilers
- 14.6 Custom GPU Capabilities
- 14.7 Ogre Android
- 14.7.1 OgreAndroidMakefile
- 14.7.2 OgreAndroidAndroidLogListener_h
- 14.7.3 OgreAndroidAndroidLogListener_cpp
- 14.7.4 OgreAndroidOgreADPArchive_h
- 14.7.5 OgreAndroidOgreADPArchive_cpp
- 14.7.6 OgreAndroidogresamplebrowser_cpp
- 14.7.7 OgreAndroidogrewrapper_h
- 14.7.8 OgreAndroidogrewrapper_cpp
- 14.1 Ogre iPhone
- 15 Donations
- 16 Frequently Asked Questions
- 16.1 Getting Started
- 16.2 Common Mistakes
- 16.3 Build FAQ
- 16.4 Heap Corruption
- 16.5 Troubleshooting
- 17 Compiled API Reference
- 18 TOC Development
- 19 Creating SDK
- 20 Deploying Your Application
- 1 Building Ogre :
How to build Ogre and/or your own projects using Ogre- 1.1 CMake Quick Start Guide :
A guide to get you building OGRE from source with the default settings in the shortest possible time - 1.2 Getting Started With CMake :
Introduction to CMake - the Ogre build system - 1.3 Building Ogre With CMake :
Extensive guide to building Ogre using CMake - 1.4
- 1.5
- 1.6
- 1.1 CMake Quick Start Guide :
- 2 Installing the Ogre SDK :
The necessary steps you need to take to install the precompiled OGRE SDK - 3
- 3.1
- 3.2 Setting Up An Application - Linux :
How to setup your own project for use with Ogre - Linux - 3.3
- 3.4
- 3.5 Building Your Projects With CMake :
How to use CMake to build your own Ogre projects - 3.6
- 4 Building Ogre Shoggoth :
Portal for building previous versions of Ogre - up to and including Shoggoth- 4.1 Installing An SDK - Shoggoth :
Installing the SDK on various Operating Systems- 4.1.1 Installing the Ogre SDK on Windows - Shoggoth :
Instructions for installing the Ogre precompiled Software Development Kit on Windows- 4.1.1.1 Installing the Ogre SDK for Visual C - Shoggoth :
Use this guide to install the precompiled OGRE SDK for Microsoft Visual C++ - 4.1.1.2
- 4.1.1.3 Codeblocks and MinGW :
Using Ogre with Code::Blocks + MinGW C++ Toolbox- 4.1.1.3.1 MinGW Toolbox project migration :
For those migrating from Code::Blocks + MinGW + STLPort to Code::Blocks + MinGW, the following instructions should help make the switch easier - 4.1.1.3.2 MinGW Toolbox Install Guide :
Instructions for installing the custom MinGW Ogre toolbox - 4.1.1.3.3 Code Blocks Compiler Setup :
Setting up Code::Blocks compiler options
- 4.1.1.3.1 MinGW Toolbox project migration :
- 4.1.1.4 Codeblocks :
Installing the Ogre SDK for Visual C++ Toolkit 2003 & Code::Blocks - 4.1.1.5 Eclipse MingW STLPort :
How to setup the Eclipse environment for use with MinGW/STLPort and Ogre - 4.1.1.6 Codeblocks and MS Visual Studio :
Installing the Ogre SDK for Visual C++ 2008 & Code::Blocks - 4.1.1.7 CodeBlocks MingW STLPort :
Using Ogre 1.2.2 with Code::Blocks + MingW + STLPort- 4.1.1.7.1 CodeBlocks MinGW FAQ :
FAQ for Ogre SDK Code::Blocks + MingW + STLPort - 4.1.1.7.2 CodeBlocks Ogre SDK Tips :
How to get context sensitive help and syntax highlighting for Ogre in Code::Blocks
- 4.1.1.7.1 CodeBlocks MinGW FAQ :
- 4.1.1.8 Eclipse MingW :
How to setup the Eclipse environment for use with MinGW (Toolbox) and Ogre
- 4.1.1.1 Installing the Ogre SDK for Visual C - Shoggoth :
- 4.1.2 Installing the Ogre SDK on Linux - Shoggoth :
Instructions for installing the Ogre precompiled Software Development Kit on Linux - 4.1.3 Installing the Ogre SDK on Mac OS X - Shoggoth :
Instructions for installing the Ogre precompiled Software Development Kit on Mac OS X
- 4.1.1 Installing the Ogre SDK on Windows - Shoggoth :
- 4.2 Building From Source - Shoggoth :
For developers with more experience, building OGRE from source is usually the more attractive option- 4.2.1 Building From Source - Windows - Shoggoth :
Building Ogre from source on the Windows platform- 4.2.1.1 DevCPP building :
Using DevCpp to build Ogre from source - 4.2.1.2 Building Under Eclipse And GCC :
Eclipse 3.1 + CDT 3.0.0 RC2 + Gcc 3.4 (MinGW + MYSys) + Ogre 1.0.3
- 4.2.1.1 DevCPP building :
- 4.2.2 Building From Source - Linux - Shoggoth :
Building Ogre from source on the Linux platform- 4.2.2.1 FromSourceUbuntu :
How to build Ogre from source on Ubuntu 7.10 - 4.2.2.2 Kubuntu Install :
How to build Ogre from source on Kubuntu 5.10 - 4.2.2.3 Checkinstall :
On a debian or ubuntu / kubuntu system, it's usually preferable to use checkinstall instead of "make install" - 4.2.2.4 Detailed Fedora Walkthrough :
The purpose of this tutorial is helping you to set up a working OGRE development environnement under Fedora Core 5
- 4.2.2.1 FromSourceUbuntu :
- 4.2.3 Building From Source - Mac OSX - Shoggoth :
Instructions for building Ogre from source under Mac OS X
- 4.2.1 Building From Source - Windows - Shoggoth :
- 4.3 StaticLinking :
These notes explain how to statically link Ogre. Official support for static linking was introduced in 1.4.x (Eihort) - 4.4
- 4.5 The Complete Blanks Guide To Using The OGRE SDK AppWizard - Shoggoth :
This is a brief, but detailed guide to use the OGRE SDK and the OGRE SDK AppWizard - 4.6 Visual Studio Debugging Settings - Shoggoth :
Setting up debugging in Visual Studio - working directory and command - so that you can run your exe from within the IDE - 4.7 Setting Up An Application - Shoggoth :
This page is a guide to setting up your first application- 4.7.1 Setting Up An Application - Prelude :
In order to run your application, there are various files that need to be locatable by your system - 4.7.2
- 4.7.2.1 IDE Eclipse :
Eclipse and Ogre - on Linux - 4.7.2.2 Cross Compiling OGRE on Linux :
How to compile Ogre apps for MS Windows from within Linux - 4.7.2.3 Cross-Compiling OGRE on Debian :
This does not work yet - 4.7.2.4 OGRE and LINUX fix :
Well I spent three days looking for some stupid bugs and I think I might just give some suggestions to the users that are going to compile ogre on linux
- 4.7.2.1 IDE Eclipse :
- 4.7.3 Setting Up An Application - Windows - Shoggoth :
How to setup your own project for use with Ogre - Windows- 4.7.3.1 Setting up VC6 :
Setting up VC6 for use with Ogre
- 4.7.3.1 Setting up VC6 :
- 4.7.4 Setting Up An Application - Mac OSX - Shoggoth :
How to setup your own project for use with Ogre - Mac OS X - 4.7.5 Setting Up An Application - First Application :
Your First Application
- 4.7.1 Setting Up An Application - Prelude :
- 4.1 Installing An SDK - Shoggoth :
- 5 Roadmap :
What we're working on now, and where we're expecting to go in the future.- 5.1 TindalosNotes :
ChangeLog and porting notes for OGRE 2.0.0 "Tindalos" - 5.2 ByatisNotes :
ChangeLog and porting notes for OGRE 1.8.0 "Byatis" - 5.3 CthughaNotes :
ChangeLog and porting notes for OGRE 1.7.0 "Cthugha" - 5.4 ShoggothNotes :
ChangeLog and porting notes for OGRE 1.6.0 "Shoggoth" - 5.5 EihortNotes :
ChangeLog and porting notes for OGRE 1.4.0 "Eihort" - 5.6 DagonNotes :
ChangeLog and porting notes for OGRE 1.2.0 "Dagon" - 5.7 AzathothNotes :
ChangeLog and porting notes for OGRE 1.0.0 "Azathoth"
- 5.1 TindalosNotes :
- 6 Google Summer Of Code :
Overview over Ogre's participation in the Google Summer of Code program- 6.1 SummerOfCode2011 :
Ogre's participation in Google Summer of Code 2011 - 6.2 SummerOfCode2009 :
Ogre's participation in Google Summer of Code 2009- 6.2.1 SoC2009 Compositor :
Improving the Compositor Framework - GSoC 2009 - 6.2.2 SoC2009 Samples :
Unified Samples Framework & Browser - GSoC 2009
- 6.2.1 SoC2009 Compositor :
- 6.3 SummerOfCode2008 :
Ogre's participation in Google Summer of Code 2008- 6.3.1 SoC2008 GeometryShaders :
Geometry Shader Support - GSoC 2008 - 6.3.2 SoC2008 LOD :
Different LOD Strategies - GSoC 2008 - 6.3.3 SoC2008 MotionSynth :
Motion Synthesis based character animation - GSoC 2008 - 6.3.4 SoC2008 OgreCollada :
Implement Skeletal Animation for OgreCollada - GSoC 2008
- 6.3.1 SoC2008 GeometryShaders :
- 6.4 SummerOfCode2007 :
Ogre's participation in Google Summer of Code 2007- 6.4.1 SoC2007 Animation :
High level animation control plugin (including IK support - GSoC 2007 - 6.4.2 SoC2007 Emulation :
Emulating Lesser Hardware Capabilities -GSoC 2007 - 6.4.3 SoC2007 MaterialEditor :
Material Editor - GSoC 2007- 6.4.3.1 MaterialEditor :
Documentation of the GSoC 2007 project 'Material Editor'
- 6.4.3.1 MaterialEditor :
- 6.4.4 SoC2007 Memory :
Custom Memory Heaps and Object Allocators - GSoC 2007 - 6.4.5 SoC2007 ScriptCompilers :
Advanced Script Compilers - GSoC 2007
- 6.4.1 SoC2007 Animation :
- 6.5 SummerOfCode2006 :
Ogre's participation in Google Summer of Code 2006- 6.5.1 SoC2006 BillboardClouds :
Billboard Clouds - GSoC 2006 - 6.5.2 SoC2006 Instancing :
Instancing, Crowd Rendering - GSoC 2006 - 6.5.3 SoC2006 RmExporter :
RmOgreExporter [v2], FxOgreExporter - GSoC 2006 - 6.5.4 SoC2006 SceneManagement :
Scene Management - GSoC 2006 - 6.5.5 SoC2006 Shadows :
Extending, Demo-ing, and Documenting the Shadow Mapping System - GSoC 2006 - 6.5.6 SoC2006 XSITool :
Tool for one-step solution for artists - GSoC 2006
- 6.5.1 SoC2006 BillboardClouds :
- 6.6 GSoC Development Advices :
How to become a succesful Google Summer of Code student - 6.7 GSoCApplicationTemplate :
This is our template for applicants to the Google Summer of Code
- 6.1 SummerOfCode2011 :
- 7 Help Requested :
This page lists a selection of tasks that are 'nice but not essential'; things that would be useful but are not likely to be developed by the core team - 8 Development Procedures :
Here you'll find some general information about being an OGRE developer- 8.1 Merging Branches :
Branch maintenance requires a reliable procedure for merging between branches - 8.2 Subversion settings :
MIME Types & EOL settings - 8.3 Building the manual :
The OGRE Manual is built using texi2html from .texi and .inc files in Docs/src - 8.4
- 8.5 Buildbot :
Short tutorial for adding buildslaves to the ogre buildbot - 8.6 Building Dependencies :
Most of the time you will grab precompiled dependencies for OGRE, at least on Windows. However, if you want to build them yourself, here's a guide- 8.6.1 Build OGRE dependencies using MSYS :
Building the dependencies using MSYS and MinGW - 8.6.2 ZziplibBuildOSXUniversal :
Dependencies - Mac OS X - Instructions on how to cross build libzzip.a
- 8.6.1 Build OGRE dependencies using MSYS :
- 8.7 Patch :
How to submit a patch - 8.8 Integrating API documentation into Qt Creator Help :
If you choose to use Qt Creator as your IDE, you can import the API documentation into it.
- 8.1 Merging Branches :
- 9 Ogre Releases :
The list of Ogre Releases - 10
- 11 Current Ogre Features :
What Ogre can do. - 12
- 13 Documentation Architecture :
The architecture of Ogre illustrated by class and collaboration diagrams - 14 Ogre Core Articles :
Various articles about Ogre core features - mostly written by the Ogre team- 14.1 Ogre iPhone :
A central repository for all information relating to the Ogre iPhone port- 14.1.1 Ogre iPhone FAQ :
Issues and Troubleshooting - 14.1.2 Ogre iPhone Todo List :
Small iPhone port roadmap - 14.1.3 Building From Source - iPhone :
Instructions for building iPhone using CMake - 14.1.4 Downloading The Ogre Source (for iPhone) :
How to get the sources for the Ogre iPhone port - 14.1.5
- 14.1.6
- 14.1.1 Ogre iPhone FAQ :
- 14.2 OgreBites :
Intro to the OgreBites Samples Framework- 14.2.1 SdkTrays :
Intro to the SdkTrays GUI System - 14.2.2 SdkCameraMan :
Intro to the SdkCameraMan Camera Controller
- 14.2.1 SdkTrays :
- 14.3 Deferred Shading :
This wiki article is complementary to the deferred shading demo that is part of the Ogre SDK - 14.4 RT Shader System :
Overview of the Run Time (RT) Shader System - 14.5 Script compilers :
Overview page for the new script compiler in Shoggoth- 14.5.1 NewScriptFeatures :
Shoggoth introduces a new script compiler, which unifies the Ogre scripting language between all script types - 14.5.2 ExtendingScriptCompilers :
The compilers in Shoggoth have several mechanisms for customizing and extending them built in
- 14.5.1 NewScriptFeatures :
- 14.6 Custom GPU Capabilities :
Custom GPU capabilities is a feature for testing how Ogre behaves on GPU's with fewer features than the developer's GPU - 14.7
- 14.1 Ogre iPhone :
- 15
- 16
- 16.1 Getting Started :
What OGRE is and what you can do with it. - 16.2 Common Mistakes :
Frequently Asked Questions about various OGRE topics. - 16.3 Build FAQ :
Common errors received during compiling or linking the Ogre source or your application. - 16.4
- 16.5 Troubleshooting :
Frequently Asked Troubleshooting Questions
- 16.1 Getting Started :
- 17 Compiled API Reference :
This page provides links to precompiled versions of the Ogre API Reference in Compiled HTML Help (.chm) format - 18 TOC Development :
Each and every page in the Development structure - 19
- 20
Contributors to this page: jacmoe
.
Page last modified on Monday 04 of January, 2010 13:14:13 GMT by jacmoe
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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