Downloading and installing Ogre 3D
Time for action — downloading and installing Ogre 3D
Time for action — building the Ogre 3D samples
The first application with Ogre 3D
Time for action — starting the project and configuring the IDE
Time for action — loading a model
Time for action — creating a scene node with Ogre 3D
Setting the position of a scene node
Time for action — setting the position of a scene node
Time for action — rotating a scene node
Time for action — scaling a scene node
Using a scene graph the clever way
Time for action — building a tree using scene nodes
Have a go hero — adding a following ninja
Time for action — translating in World space
Time for action — translating in local and parent space
Time for action — rotating in different spaces
Time for action — creating a plane
Time for action — adding a point light
Time for action — creating a spotlight
Time for action — creating a directional light
Time for action — finding out what's missing
Time for action — adding shadows
Time for action — creating a camera
Time for action — doing something that illustrates the thing "in action"
Getting User Input and Using the Frame Listener
Time for action — preparing a scene
Time for action — adding movement to the scene
Modifying the code to be time based rather than frame based
Time for action — adding time-based movement
Time for action — adding input support
Time for action — controlling Sinbad
Time for action — making the camera work again
Adding wireframe and point render mode
Time for action — adding wireframe and point render mode
Time for action — adding a timer
Time for action — adding animations
Playing two animations at the same time
Time for action — adding a second animation
Time for action — combining user control and animation
Time for action — adding swords
Printing all the animations a model has
Time for action — printing all animations
Time for action — creating a blank sheet
Getting the scene manager's type
Time for action — printing the scene manager's type
Time for action — using another scene manager
Time for action — creating a model for displaying blades of grass
Adding volume to the blades of grass
Time for action — using more triangles for volume
Time for action — building a field of grass
Time for action — printing the names
Time for action — using static geometry
Time for action — creating the quad
Time for action — creating a material
Time for action — preparing our quad
Using the wrapping mode with another texture
Time for action — adding a rock texture
Time for action — adding a rock texture
Time for action — using the mirror mode
Time for action — using the border mode
Time for action — changing the border color
Time for action — preparing to scroll a texture
Time for action — scrolling a texture
Time for action — adding animated scrolling
Time for action — inheriting from a material
Fixed Function Pipeline and shaders
Time for action — our first shader application
Time for action — using textures in shaders
Time for action — using colors to see interpolation
Replacing the quad with a model
Time for action — replacing the quad with a model
Making the model pulse on the x-axis
Time for action — adding a pulse
Time for action — preparing the scene
Time for action — adding a compositor
Time for action — modifying the texture
Time for action — inverting the image
Time for action — combining two compositor effects
Time for action — decreasing the texture count
Time for action — combing two compositors in code
Time for action — complex compositor
Time for action — putting the number of pixels in the material
Time for action — setting the variable from the application
Changing the number of pixels while running the application
Time for action — modifying the number of pixels with user input
Time for action — adding a split screen
Time for action — selecting a color channel
Time for action — starting Ogre 3D
Time for action — loading the Sinbad mesh
Time for action — using resources.cfg to load our models
Time for action — creating a class
Time for action — adding a FrameListener
Investigating the FrameListener functionality
Time for action — experimenting with the FrameListener implementation
Time for action — returning true in the frameStarted function
Time for action — returning true in the frameRenderingQueued function
Time for action — returning true in the frameEnded function
Time for action — adding input
Time for action — using our own rendering loop
Time for action — adding a frame listener
Time for action — adding compositors
Time for action — adding a plane and a light
Time for action — controlling the model with the arrow keys
Time for action — adding animation
Particle Systems and Extending Ogre 3D
Time for action — adding a particle system
Creating a simple particle system
Time for action — creating a particle system
Time for action — some new parameters
Time for action — time to live and color range
Time for action — adding intervals to a particle system
Time for action — adding a scaler affector
Time for action — changing the color
Time for action — change depending on the lifetime of a particle
Even more complex color manipulations
Time for action — using complex color manipulation
Time for action — adding randomness
Time for action — using the deflector plane
Time for action — using a box emitter
Time for action — using a ring to emit particles
At the end, we would like some fireworks