http://www.ogre3d.org/index.php?option=com_content&task=view&id=332&Itemid=2
繼V1.0.1推出不到兩個月後,又再度更新囉,
還提到下一代將稱為[Dagon],目前版本為[Azathoth],
一樣是修正了一些bug,可以參考上述連結:)
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Show在Ogre視窗上:
int value = 10;
mWindow->setDebugText("Debug info - Value = " + StringConverter::toString(value));
輸出至Log File
std::string text = "test....";
Ogre::LogManager::getSingleton().logMessage( text );
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http://www.ogre3d.org/phpBB2/viewtopic.php?t=9463&highlight=ogreode+sdk
Note that you will have to modify Ogre's source and rebuild it,
so if you are using a Prebuilt SDK, then this(OgreOde) is not for you.
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// Add the standard resources, plus our own pack
void setupResources(void)
{
ExampleApplication::setupResources();
ResourceGroupManager::getSingleton().addResourceLocation("../../../Media","FileSystem");
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Release Note
自從正式版推出後的第一個修正版:)
似乎修正了許多bug:
詳情請參考上述link :)
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在VC7+ new project要做的設定(修改Project屬性):
(組態屬性 -> 一般) - (輸出目錄) = obj/[Debug | Release]
(組態屬性 -> 一般) - (中繼目錄) = obj/[Debug | Release]
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The Official Website of OgreToolBox
Ogre Toolbox is an editor for the dot scene format and maybe integrate some physics.
OgreToolBox thread
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OGRE is a graphical engine.
For collision detection, it needs other collision library.
ODE(Open Dynamics Engine) is one of the libraries.
See "ODE User Guide" for refference.
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原文
No. This is a subtle distinction that a lot of people tend to miss.
Ogre is a graphics engine, and only a graphics engine.
However, it can easily be tied together with other libraries to create a game engine.
另外,這一個討論串也可以看出OGRE的定位:Where does OGRE fit in with current engines?
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OogstsHowTo 原文
Table of contents
1 How to set up an application using ExampleApplication
2 How to put a 3D-model in the scene
3 How to remove a 3D-model from the scene
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