Cover image for OGRE 3D 1.7 Application Development Cookbook.
OGRE 3D 1.7 Application Development Cookbook.
Title:
OGRE 3D 1.7 Application Development Cookbook.
Author:
Grinblat, Ilya.
ISBN:
9781849514576
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (342 pages)
Contents:
OGRE 3D 1.7 Application Development Cookbook -- Table of Contents -- OGRE 3D 1.7 Application Development Cookbook -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Delving Deep into Application Design -- Introduction -- Creating a Win32 Ogre application -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating an MFC Ogre application -- Getting ready -- How to do it... -- How it works... -- Creating an MFC Ogre application with a ribbon -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating a Windows Forms Ogre application -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating an Ogre plugin -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Creating a custom resource manager -- Getting ready -- How to do it... -- How it works... -- There's more... -- 2. Let Us Be Multimodal -- Introduction -- Using the keyboard input to navigate an Ogre scene -- Getting ready -- How to do it... -- How it works... -- Using the mouse input to navigate an Ogre scene -- How to do it... -- Getting ready -- How it works... -- Using voice input with static grammar -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using voice input with dynamic grammar -- Getting ready -- How to do it... -- Using text-to-speech to make the application speak -- Getting ready -- How to do it... -- There's more... -- See also -- 3. Managing Objects and Scenes -- Introduction.

Creating terrain from a LandXML file -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating Delaunay triangulation -- Getting ready -- How to do it... -- How it works... -- See also -- Creating manual objects -- Getting ready -- How to do it... -- How it works... -- See also -- Creating parametric superellipsoids -- Getting ready -- How to do it... -- How it works... -- See also -- Adding meshes on terrain -- Getting ready -- How to do it... -- How it works... -- Adding trees as billboards -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating and editing a scene -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Saving a scene to an XML file -- Getting ready -- How to do it... -- How it works... -- See also -- Loading a scene from an XML file -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- 4. Let There Be Light -- Introduction -- Creating weather controls -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating lights -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Creating dynamic effects -- Getting ready -- How to do it... -- How it works... -- There's more... -- Managing particle system -- Getting ready -- How to do it... -- How it works... -- There's more... -- Managing shadows -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- 5. Playing with Materials -- Introduction -- Using geoimages as terrain textures -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating transparent materials -- Getting ready -- How to do it... -- How it works... -- Creating dynamic textures -- Getting ready -- How to do it... -- How it works... -- See also -- Creating movable text.

Getting ready -- How to do it... -- How it works... -- 2D image manipulation -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- 6. Learning to Move -- Introduction -- Walking between points -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Walking along a path -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Collision detection -- Getting ready -- How to do it... -- How it works... -- See also -- Converting a 2D path into a 3D path -- Getting ready -- How to do it... -- How it works... -- See also -- Walking on terrain -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Linked movement -- Getting ready -- How to do it... -- How it works... -- There's more... -- 7. Implementing Animations -- Introduction -- Creating skeletal animations -- Getting ready -- How to do it... -- How it works... -- Creating morph animations -- Getting ready -- How to do it... -- How it works... -- Creating pose animations -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating SceneNode animations -- Getting ready -- How to do it... -- How it works... -- Creating numeric value animations -- Getting ready -- How to do it... -- How it works... -- Creating linked animation -- Getting ready -- How to do it... -- How it works... -- Animation using controllers -- Getting ready -- How to do it... -- How it works... -- There's more... -- Waveform function input parameters -- Waveform types -- See also -- Creating linked controllers -- Getting ready -- How to do it... -- How it works... -- Blending animations -- Getting ready -- How to do it... -- How it works... -- Creating animated light -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- 8. Flashy Multimedia.

Introduction -- Render to texture -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating a mirror -- Getting ready -- How to do it... -- How it works... -- Creating a video -- Getting ready -- How to do it... -- How it works... -- Using sounds -- Getting ready -- How to do it... -- How it works... -- Using voice -- Getting ready -- How to do it... -- How it works... -- Video to texture -- Getting ready -- How to do it... -- How it works... -- 9. Queries and Views -- Introduction -- Predefined views -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Zoom management -- Getting ready -- How to do it... -- How it works... -- See also -- Zooming to a selected object -- Getting ready -- How to do it... -- How it works... -- Orbiting an object -- Getting ready -- How to do it... -- How it works... -- Selecting objects -- Getting ready -- How to do it... -- How it works... -- Object visibility -- Getting ready -- How to do it... -- How it works... -- There's more... -- Index.
Abstract:
Over 50 recipes to provide world-class 3D graphics solutions with OGRE 3D.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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