Document Type
|
:
|
BL
|
Record Number
|
:
|
1000949
|
Doc. No
|
:
|
b755319
|
Main Entry
|
:
|
Kerger, Felix.
|
Title & Author
|
:
|
OGRE 3D 1.7 beginner's guide : : create real time 3D applications using OGRE 3D from scratch /\ Felix Kerger.
|
Publication Statement
|
:
|
Birmingham :: Packt Pub.,, ©2010.
|
Page. NO
|
:
|
1 online resource (viii, 285 pages) :: illustrations
|
ISBN
|
:
|
1849512493
|
|
:
|
: 9781849512497
|
|
:
|
1849512485
|
|
:
|
9781849512480
|
Contents
|
:
|
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node
|
|
:
|
Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords
|
|
:
|
Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing ""in action""; Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle
|
|
:
|
Time for action -- adding swords
|
|
:
|
Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling 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; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space
|
|
:
|
Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows
|
Abstract
|
:
|
Annotation
|
Subject
|
:
|
Computer graphics.
|
Subject
|
:
|
Three-dimensional display systems.
|
Subject
|
:
|
Computer graphics.
|
Subject
|
:
|
COMPUTERS-- Digital Media-- Graphics Applications.
|
Subject
|
:
|
COMPUTERS-- Image Processing.
|
Subject
|
:
|
PHOTOGRAPHY-- Techniques-- Digital.
|
Subject
|
:
|
TECHNOLOGY ENGINEERING-- Imaging Systems.
|
Subject
|
:
|
Three-dimensional display systems.
|
Dewey Classification
|
:
|
006.6/8
|
LC Classification
|
:
|
T385.K474 2010eb
|