Structure: Cookbook

Structure Layout

View Cookbook
View 1   CodeBank
View 2   Snippets
View 2.1   Geometry
View 2.1.1   Vertex and Index Buffers
View 2.1.1.1   Sharing buffers
View 2.1.1.2   Generating A Mesh
View 2.1.1.3   RetrieveVertexData
View 2.1.1.4   Line 3D
View 2.1.1.5   DynamicGrowingBuffers
View 2.1.1.6   DynamicLineDrawing
View 2.1.1.7   ManualSphereMeshes
View 2.1.1.8   SuperEllipsoid
View 2.1.1.9   GeometricMesh
View 2.1.1.10   A Series Of Tubes
View 2.1.1.11   Changing Coordinate Handedness
View 2.1.2   Manual Object
View 2.1.2.1   ManualObject
View 2.1.2.2   ManualObject 2D
View 2.1.2.3   ManualObject AxisObject
View 2.1.2.4   EditorGridSystem
View 2.1.2.4.1   Editor Grid System Source Code
View 2.1.2.5   Loading from VRML 2.0 - X3D
View 2.1.2.6   Read raw data from ManualObject
View 2.1.3   General
View 2.1.3.1   Setting a vector's length
View 2.1.3.2   Nearest point on a line
View 2.1.3.3   2D line intersection
View 2.1.3.4   Find Spline index
View 2.1.3.5   Raycasting to the polygon level
View 2.1.3.6   GetScreenspaceCoords
View 2.1.3.7   Projecting 3D position and size to 2D
View 2.1.3.8   Equal Length Spline
View 2.1.3.9   Nearest point on a Spline
View 2.1.3.10   Get XZ coordinates
View 2.1.3.11   OgrePlant
View 2.2   Rendering
View 2.2.1   SpriteManager2d
View 2.2.2   Line 3D
View 2.2.3   DynamicLineDrawing
View 2.2.4   Debug Drawing Utility Class
View 2.2.5   Circle3D
View 2.2.6   Displaying 2D Backgrounds
View 2.2.7   Displaying LensFlare
View 2.2.7.1   LensFlare.h
View 2.2.7.2   LensFlare.cpp
View 2.2.7.3   Lensflare.material
View 2.2.8   Faking HDR
View 2.2.9   MovableText
View 2.2.10   OgreSprites
View 2.2.11   Oriented Bounding Box
View 2.2.12   Technique Switcher
View 2.2.13   Multiple Render Targets
View 2.2.14   PixelCountLodStrategy
View 2.2.15   ScreenRatioLodStrategy
View 2.2.16   Light Attenuation Shortcut
View 2.2.17   Simple SSAO
View 2.2.18   Skeleton Debugger
View 2.2.19   Render to SVG
View 2.2.20   Native Rendersystem Calls
View 2.2.21   Render Target to QImage [QT]
View 2.3   Ghosted Entities Behind Other Entities
View 2.4   Materials and Textures
View 2.4.1   URLArchive
View 2.4.2   Deferred Terrain Material Generator
View 2.4.3   Merging and transforming archives
View 2.4.4   Creating dynamic textures
View 2.4.5   Saving dynamic textures
View 2.4.6   Per renderable transparency
View 2.4.7   Exporting3DTextures
View 2.4.8   MaterialExamples
View 2.4.9   RotatingATextureUsingGetYaw
View 2.4.10   ObjectTextDisplay
View 2.4.11   PolygonFont
View 2.4.12   MovableTextOverlay
View 2.4.13   ObjectTitle
View 2.4.14   PGF
View 2.4.15   TerrainMeshDecal
View 2.4.16   Light mapping
View 2.4.17   Reloading materials and parsing material scripts
View 2.4.18   Extending the Ogre GUI demo to reload textures on the fly
View 2.4.19   ColoredTextAreaOverlayElement
View 2.4.20   FadeEffectOverlay
View 2.4.21   CropImage
View 2.4.22   Creating transparency based on a key colour in code
View 2.4.23   Merge exe with a media zip
View 2.4.24   Render entitys to rttTex
View 2.4.25   Compositor
View 2.4.26   CompositorLogic Framework
View 2.4.27   Loading Image from Disk
View 2.4.28   Create outline around a character
View 2.5   Particles
View 2.5.1   ParticleExampleSun
View 2.5.2   Moving Space Dust Effect
View 2.5.3   InterpolationAffector
View 2.5.4   IteratedFractal
View 2.5.5   Heat Shimmer Manager
View 2.5.6   ParticleSmoke
View 2.5.7   MeshEmitter
View 2.5.8   Explosion
View 2.6   Shaders
View 2.6.1   ShaderIntroduction
View 2.6.2   Getting Started With Ogre CG Materials
View 2.6.3   How To Compile CG Files
View 2.6.4   Orange Shader
View 2.6.5   Fading Object Shader
View 2.6.6   Holographe Shader
View 2.6.7   JaJDoo Shader Guide
View 2.6.7.1   JaJDoo Shader Guide - Part 1 - The Basics
View 2.6.7.1.1   Introduction - JaJDoo Shader Guide - Basics
View 2.6.7.1.2   Basics - JaJDoo Shader Guide - Basics
View 2.6.7.1.3   Red Ring Of Death - JaJDoo Shader Guide - Basics
View 2.6.7.1.4   Submit captain - JaJDoo Shader Guide - Basics
View 2.6.7.1.5   OGRE SMASH - JaJDoo Shader Guide - Basics
View 2.6.7.1.6   I See Dead Kittehs.. part 1 - JaJDoo Shader Guide - Basics
View 2.6.7.1.7   I See Dead Kittehs.. part 2 - JaJDoo Shader Guide - Basics
View 2.6.7.1.8   White Phong part 1 - JaJDoo Shader Guide - Basics
View 2.6.7.1.9   White Phong part 2 - JaJDoo Shader Guide - Basics
View 2.6.7.1.10   White Phong part 3 - JaJDoo Shader Guide - Basics
View 2.6.7.1.11   Standing Strait part 1 - JaJDoo Shader Guide - Basics
View 2.6.7.1.12   Standing Strait part 2 - JaJDoo Shader Guide - Basics
View 2.6.7.1.13   Brain Damage part 1 - JaJDoo Shader Guide - Basics
View 2.6.7.1.14   Brain Damage part 2 - JaJDoo Shader Guide - Basics
View 2.6.7.2   Standing Strait part 1 - JaJDoo Shader Guide - Basics
View 2.6.7.3   test menu
View 2.6.8   PerPixel Lighting
View 2.6.9   PerPixel Lighting II
View 2.6.10   PerPixel Lighting With Offset(Parallax) Mapping
View 2.6.11   The Monster
View 2.6.11.1   All-In-Wonder-cg
View 2.6.11.2   All-In-Wonder-material
View 2.6.12   Monster oFusion
View 2.6.12.1   Monster-program
View 2.6.12.2   Monster-source
View 2.6.13   The Monster v2
View 2.6.13.1   Monster-2-program
View 2.6.13.2   Monster-2-material
View 2.6.13.3   Monster-2-cg
View 2.6.14   Normal AO Specular Mapping Shader
View 2.6.15   Shadows
View 2.6.16   Depth Shadow Mapping
View 2.6.17   Custom Shadow Mapping
View 2.6.18   Parallel Split Shadow Mapping
View 2.6.19   Offset Bump Ambient Lightmap
View 2.6.20   OceanFog
View 2.6.21   Volumetric LightShafts
View 2.6.22   Smoke Trails
View 2.6.23   Terrain Alpha Splatting
View 2.6.23.1   Terrain Alphasplat Material
View 2.6.23.2   Terrain Alphasplat Program
View 2.6.23.3   Terrain Alphasplat Shader
View 2.6.23.4   Terrain Alphasplat Terrain Configuration File
View 2.6.24   Screen Space Effects
View 2.6.25   HLSL
View 2.6.26   Glow
View 2.6.27   Normal Mapping with Hardware Skinning and Specular
View 2.6.28   GlowBalloon CG Shader
View 2.6.29   Enhanced CelShading
View 2.6.29.1   CelShading.material
View 2.6.29.2   CelShading.program
View 2.6.29.3   CelShading.cg
View 2.6.29.4   Outline.material
View 2.6.29.5   Outline.program
View 2.6.29.6   VertEdge.cg
View 2.6.30   Accurate per-pixel sphere mapping with normal map influence
View 2.6.31   Accurate per-pixel cube mapping with normal map influence
View 2.6.32   Your First Direct3D11 Shader
View 2.6.33   Animated Particle (HLSL)
View 2.6.34   Random Particle Texture (HLSL)
View 2.6.35   Shader Model 2 Glass
View 2.6.36   Shader Model 2 Plastic
View 2.6.37   Atmosphere Shader
View 2.6.38   Shader Model 2 Stone
View 2.6.39   SM 2 Multi Channel Figure Shader
View 2.6.40   Shader Model 2 Diffuse/Normal/Specular/Alpha with Hardware Skinning
View 2.6.41   Shader Model 2 Diffuse/Normal/Specular/Alpha with Hardware Skinning
View 2.6.42   Shader Model 2 Diffuse/Normal/Specular/Alpha with Hardware Skinning
View 2.6.43   Velvet X-ray Shader
View 2.6.44   RasterTek Fire Shader
View 2.7   RasterTek Fire Shader
View 2.8   Animation and Movement
View 2.8.1   RotateYawOnly
View 2.8.2   ManuallyControllingBones
View 2.8.3   Creating a simple first-person camera system
View 2.8.4   3rd person camera system tutorial
View 2.8.5   Simple 3rd person camera
View 2.8.6   How to limit the pitch of a camera
View 2.8.7   Generic Manual Pose Loading
View 2.8.8   Make A Character Look At The Camera
View 2.8.9   Euler Angle Class
View 2.8.9.1   Euler Angle Class C#
View 2.8.9.2   Euler Angle Class Mogre
View 2.8.10   How to drive a car
View 2.8.11   Controlling car on twisted track
View 2.8.12   AnimationBlender
View 2.8.13   Morph animation
View 2.8.14   Camcorder
View 2.8.14.1   Camcorder-h
View 2.8.14.2   Camcorder-cpp
View 2.8.15   AnimationSerializer
View 2.8.15.1   AnimationSerializer-h
View 2.8.15.2   AnimationSerializer-cpp
View 2.9   Input Snippets
View 2.9.1   Head Tracking using the WiiMote
View 2.9.2   Show System Cursor using OIS
View 2.9.3   Selection Buffer
View 2.9.4   ThreeDeeObjectPicking
View 2.9.5   KeyboardTranslator
View 2.9.6   GII
View 2.9.7   Pick Drag Drop
View 2.9.8   Simple keyboard string editing
View 2.9.9   Auto Repeat Key Input
View 2.9.10   Using SDL Input
View 2.10   GUI Snippets
View 2.10.1   CEGUI Snippets
View 2.10.1.1   CEGUICommonFileDialog
View 2.10.1.1.1   File dialog code CEGUICommonFileDialog.cpp
View 2.10.1.1.2   File dialog code CEGUICommonFileDialog.cpp for Linux
View 2.10.1.1.3   File dialog code CEGUICommonFileDialog.h
View 2.10.1.1.4   File dialog code CEGUICommonFileDialog.h for Linux
View 2.10.1.1.5   File dialog code CEGUIHashMapTemplates.h
View 2.10.1.1.6   File dialog code CEGUIHashMapTemplates.h for Linux
View 2.10.1.1.7   File dialog code CEGUISingletonX.h
View 2.10.1.1.8   File dialog code CEGUISingletonX.h for Linux
View 2.10.1.1.9   File dialog code CommonFileDialog.layout
View 2.10.1.1.10   File dialog code ogregui2.layout
View 2.10.1.1.11   File dialog demo code Demo Gui2 for Linux.cpp
View 2.10.1.1.12   File dialog demo code Demo Gui2.cpp
View 2.10.1.2   Initial Mouse Position With OIS and CEGUI
View 2.10.1.3   CEGUIBuildDialog
View 2.10.1.3.1   File DialogBuild.cpp
View 2.10.1.3.2   File DialogBuild.h
View 2.10.1.3.3   File DialogBuild.layout
View 2.10.1.4   How To Show The Mouse Cursor
View 2.10.1.5   Creating a good looking Confirm Dialog with CEGUI
View 2.10.1.6   Update Ogre source code with latest Cegui source code
View 2.10.1.7   Building CEGUI
View 2.10.2   GUI Toolkits
View 2.10.2.1   wxWidgets
View 2.10.2.1.1   WxOgre
View 2.10.2.1.2   WxOgre for OGRE v1.2
View 2.10.2.1.3   WxOgre for OGRE v1.4
View 2.10.2.1.4   WxOgreRenderWindow for Eihort
View 2.10.2.1.5   WxOgreView
View 2.10.2.1.6   Embedding OGRE Tutorial
View 2.10.2.2   Qt
View 2.10.2.2.1   QtOgre
View 2.10.2.3   Ogre overlays using Qt
View 2.10.2.4   Using Ogre with FLTK
View 2.10.2.5   Using Ogre with FLTK FLUID
View 2.10.2.6   GtkmmOgre
View 2.10.2.7   GtkOgre
View 2.10.3   Creating Overlays via Code
View 2.10.4   PieSliceOverlay
View 2.10.5   Ogre Line Chart
View 2.10.6   How to show the mouse cursor without CEGUI
View 2.10.7   Simple Text Output
View 2.10.8   Scrolling Message
View 2.10.9   OgreFontHelper
View 2.10.10   Reading a Unicode Multi Language Translation Table
View 2.10.11   RenderTTFFontToTexture
View 2.10.12   Mouse Cursor without using a GUI Toolkit for 1.4.4 (Eihort)
View 2.10.13   Integrating OpenGUI
View 2.10.14   Simple text
View 2.10.15   Using A Cocoa Window
View 2.10.16   Minimal Berkelium Integration
View 2.10.17   Rectangle2D as Player GUI Feedback for Game
View 2.11   Sound and Multimedia
View 2.11.1   FMOD SoundManager
View 2.11.1.1   File SoundManager.h
View 2.11.1.2   File SoundManager.cpp
View 2.11.1.3   File SoundMgrSample.cpp
View 2.11.2   DirectShow video in ogre texture
View 2.11.3   OpenAl Soundmanager
View 2.11.3.1   OpenAl SoundManager, dll version
View 2.11.4   Using GStreamer with Ogre
View 2.11.5   Another FMOD SoundManager
View 2.12   Physics Snippets
View 2.12.1   BulletMeshStrider
View 2.12.2   BulletDebugDrawer
View 2.12.3   GettingStartedWithOde
View 2.12.4   ODE Simulation Stability
View 2.12.5   Collision detection with Newton
View 2.12.6   BulletSharpDebugDrawer
View 2.13   Shader Model 2 Glass Shader
View 2.14   System
View 2.14.1   Minimal Ogre projects
View 2.14.1.1   Project base
View 2.14.1.2   MinimalApplication
View 2.14.1.3   Hello World with minimal Ogre init
View 2.14.1.4   MinimalPracticalApplication
View 2.14.1.5   One Function Ogre
View 2.14.1.6   Simple Win32 Program
View 2.14.1.6.1   Ogre32.cpp
View 2.14.2   Timer
View 2.14.2.1   TimerManager
View 2.14.2.2   Assaf Muller's Timer Manager
View 2.14.2.3   Timer class with queued callbacks
View 2.14.3   Logging
View 2.14.3.1   DumpingNodeTree
View 2.14.3.2   HTMLLogRenderer
View 2.14.4   Console
View 2.14.4.1   ConsoleCode
View 2.14.4.2   OgreConsole
View 2.14.4.3   LuaConsole
View 2.14.5   OS tricks
View 2.14.5.1   Change of a icon and caption of the Application
View 2.14.5.2   Custom Icon and Cursor
View 2.14.5.3   GetExecutablePath
View 2.14.5.4   ProjectPaths
View 2.14.5.5   LinuxDrivers
View 2.14.5.6   Linux Material Scripts Parsing
View 2.14.5.7   DetectAC
View 2.14.5.8   Simple Linux Compiler Tool
View 2.14.5.9   iOS Input via UIView
View 2.14.6   Scene manager
View 2.14.6.1   ChangeSceneManagerRunTime
View 2.14.7   Render system
View 2.14.7.1   SafelyLoadingRenderSystems
View 2.14.7.2   FlushGPUBuffer
View 2.14.8   LoadingMeshesWithoutOgre
View 2.14.9   Loading Animations without a RenderSystem
View 2.14.10   Creating A Plugin DLL
View 2.14.11   Loading Meshes From Any Path
View 2.14.12   Ogre on a Cluster
View 2.14.13   Hardware Occlusion Query
View 2.14.14   Video Setting Manager
View 2.15   AI
View 2.15.1   AI Agent Control
View 2.16   Miscellaneous
View 2.16.1   OogstsHowTo
View 2.16.2   OogstsHowTo2
View 2.16.3   Easy debug text
View 2.16.4   High resolution screenshots
View 2.16.5   Printf with ogre
View 2.16.6   DotScene Loader with User Data
View 2.16.7   DotScene Loader with User Data Class
View 2.16.8   New DotScene Loader
View 2.16.8.1   New DotSceneLoader header
View 2.16.8.2   New DotSceneLoader source
View 2.16.9   RapidXML Dotscene Loader
View 2.16.9.1   RapidXML Dotsceneloader-h
View 2.16.9.2   RapidXML Dotsceneloader-cpp
View 2.16.9.3   RapidXML Dotsceneloader Sample Scene
View 2.16.10   Frustum Culling In Object Space
View 2.16.11   HowTo: Write text on texture
View 2.16.12   All-purpose script parser
View 2.16.13   Query Ogre Version
View 2.16.14   Ogre Compatible HeightMap
View 2.16.15   TinyXMLResource
View 2.16.15.1   TinyXMLResource h
View 2.16.15.2   TinyXMLResource cpp
View 2.16.15.3   TinyXMLResourceManager h
View 2.16.15.4   TinyXMLResourceManager cpp
View 2.16.16   OgreProfiler
View 2.16.17   SDK Hack
View 2.16.18   Callstack trace through OgreException out of IDE (for windows only)
View 2.16.19   ConvertVS2003toVS2002
View 2.16.20   Premake
View 2.16.21   Notepad Highlighter
View 2.16.22   Programmers Notepad 2 Highlighter
View 2.16.23   Getting Surface Normals for Ogre 1.7 terrain
View 2.16.24   Multiple Entities With A For Loop
View 2.16.25   Colour Gradient
View 2.16.26   Simple config text parser
View 2.16.27   Name Generator
View 2.17   Scripting
View 2.17.1   Scripting with LuaBind in Ogre
View 2.17.2   Squirrel Scripting Language
View 2.17.3   ScriptFX
View 2.18   External Snippets
View 2.19   Networking
View 2.19.1   Using OgreSocks with Ogre
View 2.19.2   OpenTNL
View 3   New Minimal Ogre Collision
View 4   Creating a simple first-person camera system
View 5   Creating a simple first-person camera system
View 6   Multiple Light Terrain
View 7   Show System Cursor with OIS
View 8   Simple text in MOGRE
View 9   Application Design
View 9.1   Architecture and Design in Games
View 9.2   Prefer Composition Over Inheritance
View 9.3   Managing Game States with OGRE
View 9.4   Game State Manager
View 9.5   RTS Sample App
View 9.6   Optimisation checklist
View 9.7   Game Object Oriented Framework
View 9.7.1   Game Object Oriented Framework Installation
View 9.8   Threading
View 10   Experiences
View 10.1   Experiences:Tibor
View 10.2   Experiences:LOCV
View 10.3   Experiences:World Under Siege
View 11   OgreArticles
View 11.1   Non-Photorealistic Rendering
View 11.1.1   Edge techniques
View 11.1.2   Artistic media overlay
View 11.2   NestedTransparentSurfaces
View 11.3   Coding and Design philosophy
View 11.4   Ogre Mac
View 11.4.1   MacCommonErrors
View 11.4.2   MacDotScene
View 11.4.3   MacLibrary
View 11.4.4   MacXMLConverter
View 11.5   Intel article "How to optimize Ogre applications using Intels VTune using SIMD and Multi threading
View 11.6   OgreStereoVisionProblems
View 11.7   Prototype steps of GUI development
View 11.8   Binary Script Format Plugin
View 11.9   Script Cache Plugin
View 12   Articles And Sources
View 13   DotScene
View 13.1   DotSceneFormat
View 14   SceneManagersFAQ
View 14.1   Terrain Scene Manager
View 14.2   Portal Connected Zone Scene Manager
View 14.3   Ogre Terrain System
View 15   TOC Cookbook