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- BaseWhiteNoLighting material file - Ogre Forums
Code: Select all With all default values that Ogre is passing through material BaseWhiteNoLighting { receive_shadows on transparency_casts_shadows off technique { lod_index 0 scheme Default pass { lighting off max_lights 8 start_light 0 iteration once point_size 1 point_sprites off point_size_attenuation off point_size_min 0 point_size_max 0 scene_blend one zero depth_check on alpha
- Ogre Forums - Index page
[News] Ogre-Next 3 0 0 Eris released: dark_sylinc: Wed Oct 16, 2024 1:25 am: 6 times this year: Announcements News Information: Can't make minimal material work: rpgplayerrobin: Sat Jun 14, 2025 1:07 pm: 2 times this month: Help: please explain Ogre lighting model: paroj: Fri Jun 13, 2025 11:58 am: 2 times this week: Help
- OpenSceneGraph vs. OGRE. - Ogre Forums
I've also looked at OSG a bit before Ogre, and found the scene graph not that different from Ogre The aims of both engines are quite different though Ogre: - Optimized for utilizing all the fancy GL features like hardware vertex buffers supported by mainly ATI, NV and mainstream cards - Supports GL and D3D
- Announcements News Information - Ogre Forums
News, announcements and important global threads from the Ogre3D Team
- Ogre3d Performance - Ogre Forums
Ogre is amazing and has a lot of features that make it easy to do things like animate a character, cast different types of shadows, load and render meshes, display particle systems, and render advanced materials - but it is only a rendering engine, not a game engine
- How to simply dispay 2D text in a 3D scene? - Ogre Forums
Hello, Is there any simple guide or even better small snippet of code that displays 2d text on a 3D Scene in Ogre3D?
- Help - Ogre Forums
Ogre Tutorials: Terrain, Sky and Fog - Terrain::getLayerBlendMap mLayerBlendMapList Segmentation Fault by niceprogrammer » Tue Mar 11, 2025 5:30 pm 9 Replies
- creating a 3d scene from gltf assets - Ogre Forums
I have seen that Ogre has chosen to go with Bullet Physics instead of the newton dynamics for what it concerns the rigid body collisions and kinetics Considering that I still need to fully understand if it is a good practice to create an entity node pair for the terrain from a gltf asset I would like to ask you if there is a better procedure
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