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OGRE 3D 1.7 Application Development Cookbook

Book Description

"

Over 50 recipes to provide world-class 3D graphics solutions with OGRE 3D.

  • Dive into the advanced features of OGRE 3D such as scene querying and visibility analysis

  • Give stunning effects to your application through suitable use of lights, special effects, and views

  • Surf through the full spectrum of OGRE 3D animation methods and insert flashy multimedia

  • Ample amount of sample code accompanied by relevant screenshots for easier and quicker learning

In Detail

OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics.

Graphics application development with OGRE 3D may start small, but may soon balloon into monstrously complex beasts, which just can't be all understood at once. This book will help you to easily develop applications using OGRE 3D.

OGRE 3D 1.7 Application Development Cookbook will help solve common problems you may face while developing 3D graphics applications using OGRE 3D. You will learn to create various types of Windows applications, scene querying, and visibility analysis among other things from this book.

This book includes some advanced recipes involved in developing applications with OGRE 3D. Each recipe deals with adding some specific feature to your application.

The book first covers creating various types of Windows applications available for the OGRE developer, creating plugins for customization, and OGRE resources management. You will then learn to efficiently implement various input methods for OGRE applications followed by managing scenes and objects impressively. Lights, special effects, and materials that provide enhancing effects are covered next. Further, character motion and collision detection are included followed by animations and multimedia, which help in producing a thorough professional look. Finally, we wrap it up with scene queries and views.

OGRE 3D 1.7 Application Development Cookbook provides a great reference for your OGRE 3D application development needs and helps you to deliver impressive results more quickly and with greater ease.

Get quick solutions to problems that may occur while using the OGRE 3D graphics rendering engine

"

Table of Contents

  1. OGRE 3D 1.7 Application Development Cookbook
    1. Table of Contents
    2. OGRE 3D 1.7 Application Development Cookbook
    3. Credits
    4. About the Authors
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the example code
        2. Errata
        3. Piracy
        4. Questions
    8. 1. Delving Deep into Application Design
      1. Introduction
      2. Creating a Win32 Ogre application
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Creating an MFC Ogre application
        1. Getting ready
        2. How to do it...
          1. How it works...
      4. Creating an MFC Ogre application with a ribbon
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Creating a Windows Forms Ogre application
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      6. Creating an Ogre plugin
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      7. Creating a custom resource manager
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    9. 2. Let Us Be Multimodal
      1. Introduction
      2. Using the keyboard input to navigate an Ogre scene
        1. Getting ready
        2. How to do it...
          1. How it works...
      3. Using the mouse input to navigate an Ogre scene
        1. How to do it...
        2. Getting ready
        3. How it works...
      4. Using voice input with static grammar
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Using voice input with dynamic grammar
        1. Getting ready
        2. How to do it...
      6. Using text-to-speech to make the application speak
        1. Getting ready
        2. How to do it...
          1. There's more...
            1. See also
    10. 3. Managing Objects and Scenes
      1. Introduction
      2. Creating terrain from a LandXML file
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      3. Creating Delaunay triangulation
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. See also
      4. Creating manual objects
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      5. Creating parametric superellipsoids
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      6. Adding meshes on terrain
        1. Getting ready
        2. How to do it...
          1. How it works...
      7. Adding trees as billboards
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      8. Creating and editing a scene
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
      9. Saving a scene to an XML file
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      10. Loading a scene from an XML file
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
    11. 4. Let There Be Light
      1. Introduction
      2. Creating weather controls
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      3. Creating lights
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
      4. Creating dynamic effects
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      5. Managing particle system
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      6. Managing shadows
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
    12. 5. Playing with Materials
      1. Introduction
      2. Using geoimages as terrain textures
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Creating transparent materials
        1. Getting ready
        2. How to do it...
          1. How it works...
      4. Creating dynamic textures
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      5. Creating movable text
        1. Getting ready
        2. How to do it...
          1. How it works...
      6. 2D image manipulation
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
    13. 6. Learning to Move
      1. Introduction
      2. Walking between points
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      3. Walking along a path
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
      4. Collision detection
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. See also
      5. Converting a 2D path into a 3D path
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      6. Walking on terrain
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      7. Linked movement
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    14. 7. Implementing Animations
      1. Introduction
      2. Creating skeletal animations
        1. Getting ready
        2. How to do it...
          1. How it works...
      3. Creating morph animations
        1. Getting ready
        2. How to do it...
          1. How it works...
      4. Creating pose animations
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Creating SceneNode animations
        1. Getting ready
        2. How to do it...
          1. How it works...
      6. Creating numeric value animations
        1. Getting ready
        2. How to do it...
          1. How it works...
      7. Creating linked animation
        1. Getting ready
        2. How to do it...
          1. How it works...
      8. Animation using controllers
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
            1. Waveform function input parameters
            2. Waveform types
          3. See also
      9. Creating linked controllers
        1. Getting ready
        2. How to do it...
          1. How it works...
      10. Blending animations
        1. Getting ready
        2. How to do it...
        3. How it works...
      11. Creating animated light
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
          3. See also
    15. 8. Flashy Multimedia
      1. Introduction
      2. Render to texture
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
      3. Creating a mirror
        1. Getting ready
        2. How to do it...
          1. How it works...
      4. Creating a video
        1. Getting ready
        2. How to do it...
          1. How it works...
      5. Using sounds
        1. Getting ready
        2. How to do it...
          1. How it works...
      6. Using voice
        1. Getting ready
        2. How to do it...
        3. How it works...
      7. Video to texture
        1. Getting ready
        2. How to do it...
        3. How it works...
    16. 9. Queries and Views
      1. Introduction
      2. Predefined views
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      3. Zoom management
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      4. Zooming to a selected object
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Orbiting an object
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Selecting objects
        1. Getting ready
        2. How to do it...
          1. How it works...
      7. Object visibility
        1. Getting ready
        2. How to do it...
          1. How it works...
          2. There's more...
    17. Index