Need some help with understanding Ogre3D structures and finding tutorials.

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timl132
Kobold
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Joined: Sun Mar 25, 2018 5:57 pm

Need some help with understanding Ogre3D structures and finding tutorials.

Post by timl132 » Wed Mar 28, 2018 2:18 pm

Hi,

So I was convinced to use Ogre3D for my future projects, but need some help.
I have been looking through some examples and have a few questions:
1. Am I right a mesh must be created by

Code: Select all

MeshManager::getSingleton().createMesh()// or createPlane
or something else with Create?
And there thus is no way of managing my meshes and objects my self?
2. IS it possible to manage meshes and objects myself?
3. Can meshes be edited when they are already created?
4. Do I select them by name?
5. Is the only thing Terrain Paging and TerrainGroup do is store terrain parts, and draw them when the player is near them? Or do they do some extra stuff?
I also need some help finding a tutorial explaining all the functions in the example in detail so I get a good understanding of Ogre3D, anyone know some?

So I hope someone can answer my question(s).

Thanks!
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timl132
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Joined: Sun Mar 25, 2018 5:57 pm

Re: Need some help with understanding Ogre3D structures and finding tutorials.

Post by timl132 » Fri Mar 30, 2018 10:59 am

Anyone?
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xrgo
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Re: Need some help with understanding Ogre3D structures and finding tutorials.

Post by xrgo » Fri Mar 30, 2018 5:15 pm

timl132 wrote:
Wed Mar 28, 2018 2:18 pm
So I was convinced to use Ogre3D for my future projects
Yay! welcome!
timl132 wrote:
Wed Mar 28, 2018 2:18 pm
1. Am I right a mesh must be created by
CODE: SELECT ALL

MeshManager::getSingleton().createMesh()// or createPlane
or something else with Create?
And there thus is no way of managing my meshes and objects my self?
2. IS it possible to manage meshes and objects myself?
You can create mesh manualy like this:

Code: Select all

        Ogre::MeshPtr newMesh = Ogre::MeshManager::getSingleton().createManual(mNameMeshFinal, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
then fill it up with vertex data (pos, normals, uv, color, etc) and the indexes.
you can manage all stuffs by yourself if you want, but the question is a bit broad, can you specify exactly what you mean?
timl132 wrote:
Wed Mar 28, 2018 2:18 pm
3. Can meshes be edited when they are already created?
yes! even in real time, in the cpu and then submiting to gpu, or directly on the gpu using shaders (way faster)
4. Do I select them by name?
or by pointer
5. I have no experience with those components, sorry
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frostbyte
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Re: Need some help with understanding Ogre3D structures and finding tutorials.

Post by frostbyte » Sat Mar 31, 2018 3:57 am

for tutorials and general ogre usage look at the ogre3d.org page under the support tab, you can also check ogre's github repo https://github.com/OGRECave/ogre
ogre-wiki has plenty of snipplets/tutorials http://wiki.ogre3d.org/Snippets
and this is what you need http://wiki.ogre3d.org/Generating+A+Mesh
ogre playpen/tests contain lot of small examples...IIRC one of them show you how to manipulate mesh data
beside those there are tons of foss ogre projects and plugins you can learn from( e.g ogitor skyx ogre-assimp etc )
Anyone?
ogre developers are busy people...
most of the problems( at least at ogre-beginner level ) have already been tackled in the forum, don't be shy to use the search bar before you summon help( use your mana wisely :wink: )
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but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos

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