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Ogre.

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Presentation on theme: "Ogre."— Presentation transcript:

1 Ogre

2 Minimal Code Root RenderWindow SceneManager Camera Viewport
Game(Render) Loop: Check for event Update render date Draw scene LowLevelOgre.h LowLevelOgre.cpp

3 Root, Resource Manager Root is the CEO. It directs other manager classes. Resource Manager Mesh Skeleton Material GPU program Texture Compositeor Font

4 Camera projector p image plane projection of p center of projection

5 Camera Position, LookAt

6 Scene Manager, Render Manager
Scene Manger determines what to render Scene Nodes are part of queues within queues. Render System (opengl, directx) constructs the frames from the Scene Nodes that are visible relative to the camera.

7 Simplified Code TinyOgre.h TinyOgre.cpp MinimalOgre.h MinimalOgre.cpp
Ogre Tutorial Framework BaseApplication.h BaseApplication.cpp TutorialApplication.h TutorialApplication.cpp

8 BaseApplication FrameListener: Called each game loop. This is where one processes events, updates animations, interacts with physic engine. BaseApplication.h BaseApplication.cpp TutorialApplication.h TutorialApplication.cpp

9 Log Files It is important to be able to trace the execution of Ogre and to print out messages if something goes wrong. Orgre provides an execution log to help with that. Look for Ogre.log in the directory containing the exectable. Contains a lot of information so flag you output with a more or less unique string, i.e. “ ”. LogManager::getSingleton().logMessage(Ogre::LML_N ORMAL,” ”); See Example.


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