Franklin

OGRE 3D 1.7 Application Development Cookbook.

Other records:
Author/Creator:
Grinblat, Ilya.
Edition:
1st ed.
Publication:
Olton : Packt Publishing, Limited, 2012.
Format/Description:
Book
1 online resource (342 pages)
Subjects:
General relativity (Physics).
Space and time.
Special relativity (Physics).
Form/Genre:
Electronic books.
Summary:
Over 50 recipes to provide world-class 3D graphics solutions with OGRE 3D.
Contents:
Intro
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.
Notes:
Description based on publisher supplied metadata and other sources.
Local notes:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Contributor:
Peterson, Alex.
Other format:
Print version: Grinblat, Ilya OGRE 3D 1.7 Application Development Cookbook
ISBN:
9781849514576
9781849514569
OCLC:
798535915
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