OGRE 3D 1.7 Application Development Cookbook

Over 50 recipes to provide world-class 3D graphics solutions with OGRE 3D

OGRE 3D 1.7 Application Development Cookbook

Cookbook
Ilya Grinblat, Alex Peterson

Over 50 recipes to provide world-class 3D graphics solutions with OGRE 3D
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Book Details

ISBN 139781849514569
Paperback306 pages

About This Book

  • Dive into the advanced features of OGRE 3D such as scene querying and visibility analysis
  • Give stunning effects to your application through suitable use of lights, special effects, and views
  • Surf through the full spectrum of OGRE 3D animation methods and insert flashy multimedia
  • Ample amount of sample code accompanied by relevant screenshots for easier and quicker learning

Who This Book Is For

If you are a C++ programmer with basic knowledge of OGRE 3D and want to enhance your knowledge about OGRE 3D further, then this book is for you. Basic knowledge of 3D graphics application development is required.

Table of Contents

Chapter 1: Delving Deep into Application Design
Introduction
Creating a Win32 Ogre application
Creating an MFC Ogre application
Creating an MFC Ogre application with a ribbon
Creating a Windows Forms Ogre application
Creating an Ogre plugin
Creating a custom resource manager
Chapter 2: Let Us Be Multimodal
Introduction
Using the keyboard input to navigate an Ogre scene
Using the mouse input to navigate an Ogre scene
Using voice input with static grammar
Using voice input with dynamic grammar
Using text-to-speech to make the application speak
Chapter 3: Managing Objects and Scenes
Introduction
Creating terrain from a LandXML file
Creating Delaunay triangulation
Creating manual objects
Creating parametric superellipsoids
Adding meshes on terrain
Adding trees as billboards
Creating and editing a scene
Saving a scene to an XML file
Loading a scene from an XML file
Chapter 4: Let There Be Light
Introduction
Creating weather controls
Creating lights
Creating dynamic effects
Managing particle system
Managing shadows
Chapter 5: Playing with Materials
Introduction
Using geoimages as terrain textures
Creating transparent materials
Creating dynamic textures
Creating movable text
2D image manipulation
Chapter 6: Learning to Move
Introduction
Walking between points
Walking along a path
Collision detection
Converting a 2D path into a 3D path
Walking on terrain
Linked movement
Chapter 7: Implementing Animations
Introduction
Creating skeletal animations
Creating morph animations
Creating pose animations
Creating SceneNode animations
Creating numeric value animations
Creating linked animation
Animation using controllers
Creating linked controllers
Blending animations
Creating animated light
Chapter 8: Flashy Multimedia
Introduction
Render to texture
Creating a mirror
Creating a video
Using sounds
Using voice
Video to texture
Chapter 9: Queries and Views
Introduction
Predefined views
Zoom management
Zooming to a selected object
Orbiting an object
Selecting objects
Object visibility

What You Will Learn

  • Delve deep into application design through creating Win32, MFC, and Windows Forms OGRE 3D applications
  • Build a simple OGRE 3D plugin to add customized effects to your application
  • Learn to use keyboard, mouse, and voice inputs
  • Implement Delaunay triangulation for terrain
  • Create a parametric superellipsoid
  • Add trees as bill boards and create and edit scenes
  • Implement weather control and shadow effects for a professional look
  • Use geoimages as texture for terrain and create dynamic textures for that special effect
  • Create different types of animation such as skeletal, morph, and pose animation
  • Manage views and zoom and create orbit views

In Detail

OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics.

Graphics application development with OGRE 3D may start small, but may soon balloon into monstrously complex beasts, which just can't be all understood at once. This book will help you to easily develop applications using OGRE 3D.

OGRE 3D 1.7 Application Development Cookbook will help solve common problems you may face while developing 3D graphics applications using OGRE 3D. You will learn to create various types of Windows applications, scene querying, and visibility analysis among other things from this book.

This book includes some advanced recipes involved in developing applications with OGRE 3D. Each recipe deals with adding some specific feature to your application.

The book first covers creating various types of Windows applications available for the OGRE developer, creating plugins for customization, and OGRE resources management. You will then learn to efficiently implement various input methods for OGRE applications followed by managing scenes and objects impressively. Lights, special effects, and materials that provide enhancing effects are covered next. Further, character motion and collision detection are included followed by animations and multimedia, which help in producing a thorough professional look. Finally, we wrap it up with scene queries and views.

OGRE 3D 1.7 Application Development Cookbook provides a great reference for your OGRE 3D application development needs and helps you to deliver impressive results more quickly and with greater ease.

Authors

Table of Contents

Chapter 1: Delving Deep into Application Design
Introduction
Creating a Win32 Ogre application
Creating an MFC Ogre application
Creating an MFC Ogre application with a ribbon
Creating a Windows Forms Ogre application
Creating an Ogre plugin
Creating a custom resource manager
Chapter 2: Let Us Be Multimodal
Introduction
Using the keyboard input to navigate an Ogre scene
Using the mouse input to navigate an Ogre scene
Using voice input with static grammar
Using voice input with dynamic grammar
Using text-to-speech to make the application speak
Chapter 3: Managing Objects and Scenes
Introduction
Creating terrain from a LandXML file
Creating Delaunay triangulation
Creating manual objects
Creating parametric superellipsoids
Adding meshes on terrain
Adding trees as billboards
Creating and editing a scene
Saving a scene to an XML file
Loading a scene from an XML file
Chapter 4: Let There Be Light
Introduction
Creating weather controls
Creating lights
Creating dynamic effects
Managing particle system
Managing shadows
Chapter 5: Playing with Materials
Introduction
Using geoimages as terrain textures
Creating transparent materials
Creating dynamic textures
Creating movable text
2D image manipulation
Chapter 6: Learning to Move
Introduction
Walking between points
Walking along a path
Collision detection
Converting a 2D path into a 3D path
Walking on terrain
Linked movement
Chapter 7: Implementing Animations
Introduction
Creating skeletal animations
Creating morph animations
Creating pose animations
Creating SceneNode animations
Creating numeric value animations
Creating linked animation
Animation using controllers
Creating linked controllers
Blending animations
Creating animated light
Chapter 8: Flashy Multimedia
Introduction
Render to texture
Creating a mirror
Creating a video
Using sounds
Using voice
Video to texture
Chapter 9: Queries and Views
Introduction
Predefined views
Zoom management
Zooming to a selected object
Orbiting an object
Selecting objects
Object visibility

Book Details

ISBN 139781849514569
Paperback306 pages
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