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  1. Il y a 6 jours · 7438 Posts. Last post Re: Material::createPass -- …. by paul424. Sun Jun 23, 2024 2:58 pm. Using OGRE in practice. A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications. 6927 Topics. 47494 Posts. Last post Re: ogre-next 3.0 point light….

  2. 13 août 2012 · Re: develop 2D games use OGRE. by duststorm » Mon Aug 13, 2012 10:44 am. Actually it's a rendering engine, meaning that it only has rendering functionality built-in. Anything else you need in your game is up to you to integrate. If you are doing a 100% 2D game, and don't use any 3D compositing or lighting, then Ogre would probably be overkill.

  3. Ogre在软件结构上做得很好,但Ogre在简化设计上做得不好(甚至反其道来做),导致后来(在廉价引擎上)被Unity超越。 今天来看,可能用Ogre的人并不多了,但是从学习图形学的角度来看,Ogre仍然是一个很好的选择,并且,在一些仿真学的领域中,Ogre仍然是一个很棒的东西。

  4. to $(ProjectDir)\..\bin to run full "Debug" mode without optimizations (so you can see loop variable values etc) : in project properties : C/C++ : Code Generation : Runtime Library : set this to "Multi-threaded DLL (/MD)" otherwise you get a weird crash on ogre init when you use the same bin/ dir with the RelWithDebInfo .dlls for a true "Debug ...

  5. A lot of people who are used to the usual MS Build paradigm are going to find themselves very confused and frustrated when it comes to trying to use Ogre for the first time. It is much easier to hit the ground running if you build Ogre yourself using CMake or use the precompiled binaries, but vcpkg also sits there as a seemingly simple option ...

  6. 21 janv. 2011 · void cr8(Ogre::SceneManager * arg) { // ogre provides a manual object creation method // in order to draw it all over the scene its then got to be a mesh // once i have the mesh, well then i don't know yet. Ogre::ManualObject * object = arg->createManualObject(); object->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_LINE_STRIP);

  7. 18 juil. 2021 · on the other hand, my main app existed before OgreBites so it's a "traditional Ogre application" as you describe. in this case i had to add a bunch of infrastructure myself: basically i ripped code from OgreBites, SDL2, and the Dear ImGui dx9 samples to get it up and running. i can post some of that here but it's so integrated around my own codebase so it won't be as helpful.

  8. 5 juil. 2018 · Below is a snapshot from cmake-gui showing the PYTHON option checked. After running this cmake and the corresponding make (with no errors), the files Ogre.py and _Ogre.so are still nowhere to be found on my system: Code: Select all. $ find / -name Ogre.py 2> /dev/null. $ find / -name _Ogre.so 2> /dev/null. paroj.

  9. 13 oct. 2008 · I'm not really sure how Ogre's file access is abstracted and implemented, but maybe that's a good place to start looking. If you could rewrite some parts of how files are accessed you could design it in such way all data is pulled from a large encrypted pack that wraps your data. My guess is Ogre has abstracted this somewhere in a single location.

  10. 25 janv. 2023 · Low Level Materials (LLM) are what were regular Materials in Ogre 1, and most of its documentation still aplies to OgreNext 3.0. In OgreNext we use LLM mostly for postprocessing stuff, but it can be used for anything (e.g. see Sample_Postprocessing). LLMs are not the best for performance if applied to a large number of objects though. And in ...

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