Time for action — replacing the quad with a model
Using the previous code we will now use Sinbad instead of a quad.
- Delete all the code for the quad; just leave the scene node creation code in place.
- Create an instance of
Sinbad.mesh
, attach it to the scene node, and use theMaterialManager
to set the material of the entity toMyMaterial14:
void createScene() { Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Node1"); Ogre::Entity* ent = mSceneMgr->createEntity("Entity1","Sinbad.mesh"); ent->setMaterialName("MyMaterial14"); node->attachObject(ent); }
- Compile and run the application; because
MyMaterial14
uses the rock texture, Sinbad will be made out of rock.
What just happened?
Everything that has happened here should be ...
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