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SceneManagersFAQ. A scene is an abstract representation of what is shown in a virtual world.

SceneManagersFAQ

Scenes may consist of static geometry such as terrain or building interiors, models such as trees, chairs or monsters, light sources that illuminate the scene and cameras that view the scene. Scenes can have quite different types. An interior scene might be made up of hallways and rooms populated by furniture and artwork on the walls. An exterior scene might consist of a terrain of rolling hills, trees, grass waving in the breeze and a blue sky with gently moving clouds. Ogre provides a set of different scene managers, each of which is customized to best support different kinds of scenes. This document lists the various scene managers provided by Ogre and discusses their strengths and weaknesses. You can select a scene manager via the createSceneManager() method defined in your root node, replacing ST_GENERIC with your scene manager of choice: mRoot->createSceneManager(ST_GENERIC); Generic Scene Manager (default) MacJams.com - Where musicians congregate, collaborate and critique.

Planet Rendering Engine preview (released Jul/20/2009) Yes, floating point precision is definitely an issue that needs solved in one way or another with an engine like this.

Planet Rendering Engine preview (released Jul/20/2009)

With the engine I uploaded, planets use floating point precision and are always centered at (0,0,0), even with multiple planets. It uses a form of shifting origin system, but IMO it's kind of messy and didn't really work very well. A better approach is to use double values for all coordinates, etc., and use camera-relative rendering so it can be rendered on video cards (which only support 32-bit floats) correctly. Another interesting fact is, with standard 32-bit floating point values, you can only maintain 0.1mm precision up to 0.8km, which isn't much at all.

The farther beyond that the less precise the coordinate system will get, which is something you must avoid at all costs. Another issue you'll encounter is the topic of rotating planets in a physics system. Ogre. Xcode templates Beta. Hi!

Xcode templates Beta

Having been trying for several days to get an Ogre project up and running on Max OSX, with varying degrees of success, I've just downloaded the templates and tried them. I've been getting the same errors, but finally got past them, by doing the following: 1. Deleting the missing .dylibs from Frameworks/Other Frameworks.2. Removing the #include "macUtils.h" (I'm guessing this is where macBundle() is declared in 1.7).3. The project then compiled and ran successfully. I have one remaining oddity, which I found in previous attempts too: showConfigDialog() resolutely refuses to display the dialog. . - Chris. Xadeck on Ogre: tutorial 2. When you are developping an algorithm you often need to debug it.

Xadeck on Ogre: tutorial 2

This requires displaying information either general or on particular object that you selected. You also generally want to know how well it behaves not only qualitatively but also quantitatively. For example, you want to know the framerate or the number of triangles displayed. Ogre offers an overlay mechanism that is very handy to display information above the scene rendered. As far as I understand, it is not generic enough to do complex GUI but sufficient (and very convenient) to display some text and some images (e.g. the Ogre logo).

Resources, groups and archives. Building OGRE 1.7.1 on Mac OSX.