Questions tagged [ogre3d]

Ogre3d is an open source 3d graphics rendering engine.

Ogre3d (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.

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Game Engine Scripting Languages

I am trying to build out a useful 3d game engine out of the Ogre3d rendering engine for mocking up some of the ideas i have come up with and have come to a bit of a crossroads. There are a number of scripting languages that are available and i was…
Bob_Gneu
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"framework not found" when compiling C++ program on Mac OS-X

I definitely need some help with this problem. I'm trying to fix this since 5 days and as I tried almost every single idea I was able to find on the Internet, I'm going crazy... When I compile my C++ project with the makefile generated by Cmake the…
Valkea
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Ogre3D shows exception when starting program

I'm trying to write game using Ogre engine. I had a lot of problems - GCC didn't compiled program because it didn't found OgreMain_d and OIS_d... I created symbolic links (I'm using Linux) to libOgreMain.so.1.7.2 and libOIS-1.3.0.so and GCC compiled…
m4tx
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Apply scale to a bullet colision body

I'm using bulletphysics with ogre3d. to make them share the same vertex data i used this: http://www.ogre3d.org/tikiwiki/BulletMeshStrider Now i have the following problem: The actual Mesh data is apparently shared correctly, but Ogre also has…
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Pow implementation for double

I am developing a code that will be used for motion control and I am having a issue with the pow function. I am using VS2010 as IDE. Here is my issue: I have: double p = 100.0000; double d = 1000.0000; t1 =…
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Integrating OGRE 1.7.3 in Qt 4.8

I try to embed ogre3d widget into qt widget on Ubuntu, but we see black screen. When we ogre::Root::RenderWindow is used without parent widget (as a main window) everything works. But when we create ogre::Root::RenderWindow as a child window of…
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obtain wrong RGB during creating dynamic texture in OGRE

Hi I have problem while I am trying to create dynamic texture to assign as a background in my ogre window. I want to assign values dynamicly for an each pixel of texture and then I use this texture as a background. I use this code to create dynamic…
barzos
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3d rendering of a surface from a depthmap

Using stereovision, I am producing depthmaps representing the 3d environment as viewed from a camera. There is one depthmap per "keyframe" associated with a camera position. The goal is to translate those 2d depthmaps into the 3d space (and later…
Jim
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How to enable per pixel shading in Ogre3d

I am lighting a plane with a spot light in Ogre3D. However, the edge on the hotspot shows zigzag effect. It looks like the shading on the plane is done at every vertex without any interpolation. The wireframe rendering result is shown below: How…
shapeare
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How to get a windowless application in Ogre?

I'm trying to create a windowless Ogre application, but it seems that the method RenderWindow::setVisible(false) is completely ignored by the application. Is there a way to accomplish that? Thank you Tommaso
tunnuz
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Constructor called twice on static std::map

I am certain I have done something wrong to make this happen. I am using a library that declares a map statically in a way that seems to make sense. In the header, in a class called Codec: typedef map< String, Codec* >::type CodecList; …
Sqeaky
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Calculating how visible an object is in a 3D-scene for use in game logic/AI

I am starting a game project which will allow characters to hide in dark areas. Hiding in a dark corner should make it harder for other characters to see you. What I need is a way to calculate how the lighting conditions are where the character is…
Hannes Ovrén
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ogre3d material by default?

I've seen that when you add some models to the *scene_manager* their texture is there by default, you don't need to set the setMaterialName. How is this? Is it in the mesh or some material name that auto assigns?
Forested
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How to use a stencil buffer mask in ogre?

How to use the stencil buffer to create a mask in OGRE? That is, some objects should be rendered first into the stencil buffer and generate a mask (say 0 is background, 0xFF is foreground); then render the scene itself, using the stencil buffer as a…
brunobg
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access viewport pixel values in ogre

I'm working on ogre project by using C++. Normally I use viewport:setbackground() but this cause whole window same colour. This time I want to load different R, G, B values for each viewport's pixel. My window is 600*600 and I have to load RGB…
barzos
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