Sunday, February 10, 2013

A quad

It is a quad!


So Ogre3d is fairly good so far, though I'll have to write out all the optimisation and so on myself.  At least with this I don't need to do all the more low level details.  This is a quad with some random grass texture I grabbed applied to it and then some colour applied etc.

I'm learning both graphics and ogre3d at the same time, which is a bit much at times but I'm getting there.  This dev journal will have some rather noobish comments about graphics as a result.

The Ogre3d engine comes with a trusty scene manager.  Starting from the beginning I...


  1. Loaded up a directory where my resource files are located
  2. Created a material, with one technique, one pass.  The pass applies the grass texture.
  3. Manually defined four vertices to draw two triangles which makes a quad and converted it into a mesh
  4. Used the mesh to create an entity and then gave it the grass material I created
  5. Added the entity to a scene node.

And then I let the engine render it.  There you have a quad with grass on it sitting in some scene.

So my next few issues are:

  • For an RTS I'll want to display lots of terrain and additionally, for my unique situation, there will be lots of stuff sitting on top of the terrain
  • Making lots of scene nodes will devastate performance, so I'll have to think about how to draw a lot of terrain
Both problems are only issues to me because of my inexperience with graphics (my main expertise are math and artificial intelligence).  So I'll probably research the problem first, as it is a common one and given the number of RTS games out there, a solved problem.

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