This value is number of bits for the pixel. This value is number of bits for a channel of the pixel. Sets preferred bit depth for float pixel format textures. Parameters bits Number of bits. Sets preferred bit depth for integer pixel format textures. Sets whether this manager and its resources habitually produce log output. Unloads a single resource by name.
Remarks Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded. See also ResourceGroupManager for unloading of resource groups. Unloads a single resource by handle. Unloads all resources. Parameters reloadableOnly If true the default , only unload the resource that is reloadable.
Because some resources isn't reloadable, they will be unloaded but can't load them later. Unload all resources which are not referenced by any other object. Remarks This method behaves like unloadAll, except that it only unloads resources which are not in use, ie not referenced by other objects. Use this function instead of unloadAll allows you avoid fail in those situations. Parameters reloadableOnly If true the default , only unloads resources which can be subsequently automatically reloaded.
Loading order relative to other managers, higher is later. In bytes. String identifying the resource type this manager handles. Patterns to use to look for scripts if supported e.
TextureManager void. Notify this manager that a resource which it manages has been loaded. Destroy a resource pool. Get the limit on the amount of memory this resource handler may use. Gets preferred bit depth for float pixel format textures. Gets preferred bit depth for integer pixel format textures. Create a resource pool, or reuse one that already exists. Static Public Member Functions.
Add a newly created resource to the manager note weak reference More Allocates the next handle. Remove a resource from this manager; remove it from the lists. Static Protected Attributes. TexturePtr Ogre::TextureManager::create. Is this resource manually loaded? Pointer to a ManualLoader implementation which will be called when the Resource wishes to load should be supplied if you set isManual to true.
The number of pre-filtered mipmaps to generate. The internal format you wish to request; the manager reserves the right to create a different format if the one you select is not available in this context. The kind of usage this texture is intended for. If you intend the contents of the manual texture to be regularly updated, to the extent that you don't need to recover the contents if the texture content is lost somehow, you can leave this parameter as 0.
Pass 'true' to enable hardware gamma correction sRGB on this texture. The level of multisampling to use if this is a render target. Only applicable to greyscale images. The format you would like to have used instead of the format being based on the contents of the texture. Whether precise or fallback format mode is used to detecting. The name of the Resource. Is the resource to be manually loaded? If so, you should provide a value for the loader parameter.
VertexBoneAssignement is done per vertex:. The problem here, is that we're using global bone indices: They dirrectly refer to bones in the skeleton. So if you ever use hardware skinning, you'll be in trouble if you have a lot of bones. Judging from the description given in the docs, it seems that Ogre creates it on its own when you compile your VertexBoneAssignements. Maybe there nothing else to do Now that everything is ready, there is a little thing to have in mind if you want to animate your bones yourself.
You'll need to re-set it to true for each bones, else your Entity won't be animated. The Font object is used to display some text on the screen, and holds data about the shape of your letters. There are two font types: Image font: It relies on a texture file a. TrueType font OpenType works too : These are based upon a font file.
One thing to note though : the library that OGRE uses FreeType doesn't draw your letters in vector graphics it would be too costly. Actually, it rasterizes the vector graphics into a texture, which is eventually used just like an Image font. Actually, the font type just defines the way to load it into OGRE.
You'll end up eventually with the same thing: a texture containing all the letters or the ones you chose. If you have chosen an Image font, then source will be the path to your texture.
Else, if you have chosen a TrueType font, then source will be the path to your. Then, we'll have to split the tutorial into two parts because the loading process is completely different:.
Now, OGRE has a texture with plenty of things on it. How does it know where to find the 'A' character? It doesn't Well, not until you've told him where every single character is located To do so, you'll have to call the Font::setGlyphTexCoords method for each character :.
Anyway, your Font object is now ready to be used. Note : I've never tried this out, so I may be wrong. If somebody ever has a texture font ready, please confirm that nothing else is needed. The first thing we will define is the quality of the produced texture. To do that, OGRE provides two functions:. If you want to use the whole [33, ] range, but you do not want the character , then you'll have to call it twice:.
This subject is already covered there: click me , but I want to merge everything into a single place. Basically, what you'll find in this section will be exactly the same thing as what's available in the other article. The only difference is that I'll document a bit more each step. As I've said earlier, Overlay creation is really easy. If you've read the whole article until now, then the following will not surprise you:.
Then, as for every GUI element, an Overlay has show and hide methods. You should note that every Overlay you just created or loaded from an. So, if you want its content to appear on the screen, you'll have to call show once. But , only do this when you've loaded your whole GUI hierarchy! The only other thing you might ever need to do with your Overlay is to change it's Z value. We'll do this right now:.
If you are using a version of Ogre where the Overlay System has been extracted into a separate component Ogre 1. An Overlay is not a graphical part of the GUI. It's just a base container in which we'll put some OverlayElements. It has several methods to position and scale it on the screen, but OGRE can interpret our calls in two different ways:. In addition, we also have some methods to tell OGRE which point we're considering as the parent's position.
But we'll change this:. Else, it will offset our element from the top-left corner of the screen in pixels. These kinds of textures can be useful when you need to encode a function in a texture and use it as a simple lookup, perhaps in a fragment program. It is important that you use this setting when you use a fragment program which uses 1-dimensional texture coordinates, since GL requires you to use a texture type that matches D3D will let you get away with it, but you ought to plan for cross-compatibility.
Your texture widths should still be a power of 2 for best compatibility and performance. The default type which is assumed if you omit it, your texture has a width and a height, both of which should preferably be powers of 2, and if you can, make them square because this will look best on the most hardware.
These can be addressed with 2D texture coordinates. A 3 dimensional texture i. Your texture has a width, a height, both of which should be powers of 2, and has depth. These can be addressed with 3d texture coordinates i. This texture is made up of 6 2D textures which are pasted around the inside of a cube. Can be addressed with 3D texture coordinates and are useful for cubic reflection maps and normal maps.
You can specify a fixed number even 0 if you like instead. This can be helpful if you want to use alpha-only textures in the fixed function pipeline. Bear in mind that the final pixel format will be constrained by hardware capabilities so you may not get exactly what you ask for. The available options are:. This is only applicable for textures which have 8-bit colour channels e. For the best quality shading, you may want to enable gamma correction so that the hardware converts the texture values to linear space for you automatically when sampling the texture, then the calculations in the pipeline can be done in a reliable linear colour space.
Sets the images to be used in an animated texture layer. In this case an animated texture layer means one which has multiple frames, each of which is a separate image file. There are 2 formats, one for implicitly determined image names, one for explicitly named images. If duration is set to 0, then no automatic transition takes place and frames must be changed manually in code. This sets up the same duration animation but from 5 separately named image files.
The first format is more concise, but the second is provided if you cannot make your images conform to the naming standard required for it. Sets the images used in a cubic texture, i. These kinds of textures are used for reflection maps if hardware supports cubic reflection maps or skyboxes. There are 2 formats, a brief format expecting image names of a particular format and a more flexible but longer format for arbitrarily named textures.
You can only use this for the separateUV version since the combinedUVW version requires a single texture name to be assigned to the combined 3D texture see below. Notably it stores how many vertices we have. The actual description of our vertex buffer however is stored inside the Ogre::VertexDeclaration. Finally we create the Ogre::SubMesh that will be ultimately rendered.
Note that while our VertexBuffer is shared, the IndexBuffer is not. This allows rendering different faces of the same object using different Materials. Here, each SubMesh links the faces IndexBuffer to the according material. If you have registered a Ogre::ManualResourceLoader , the resource loading would only happen now. OGRE Manual mesh creation.
Using Manual Object Building one-off geometry objects manually usually requires getting down and dirty with the vertex buffer and vertex declaration API, which some people find a steep learning curve. To construct some geometry with this object: If you know roughly how many vertices and indices, if you use them you're going to submit, call estimateVertexCount and estimateIndexCount.
This is not essential but will make the process more efficient by saving memory reallocations. Call begin to begin entering data For each vertex, call position , normal , textureCoord , colour to define your vertex data.
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