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OGRE 3D 1.7 APPLICATION DEVELOPMENT COOKBOOK
Título:
OGRE 3D 1.7 APPLICATION DEVELOPMENT COOKBOOK
Subtítulo:
Autor:
GRINBLAT, I
Editorial:
PACKT
Año de edición:
2012
Materia
3D, GRAFICOS Y ANIMACION - GENERAL
ISBN:
978-1-84951-456-9
Páginas:
306
44,95 €

 

Sinopsis

Table of Contents
Preface
Chapter 1: Delving Deep into Application Design
Chapter 2: Let Us Be Multimodal
Chapter 3: Managing Objects and Scenes
Chapter 4: Let There Be Light
Chapter 5: Playing with Materials
Chapter 6: Learning to Move
Chapter 7: Implementing Animations
Chapter 8: Flashy Multimedia
Chapter 9: Queries and Views
Index

Preface
Up
Chapter 1: Delving Deep into Application Design
Introduction
Creating a Win32 Ogre application
Creating an MFC Ogre application
Creating an MFC Ogre application with a ribbon
Creating a Windows Forms Ogre application
Creating an Ogre plugin
Creating a custom resource manager
Up
Chapter 2: Let Us Be Multimodal
Introduction
Using the keyboard input to navigate an Ogre scene
Using the mouse input to navigate an Ogre scene
Using voice input with static grammar
Using voice input with dynamic grammar
Using text-to-speech to make the application speak
Up
Chapter 3: Managing Objects and Scenes
Introduction
Creating terrain from a LandXML file
Creating Delaunay triangulation
Creating manual objects
Creating parametric superellipsoids
Adding meshes on terrain
Adding trees as billboards
Creating and editing a scene
Saving a scene to an XML file
Loading a scene from an XML file
Up
Chapter 4: Let There Be Light
Introduction
Creating weather controls
Creating lights
Creating dynamic effects
Managing particle system
Managing shadows
Up
Chapter 5: Playing with Materials
Introduction
Using geoimages as terrain textures
Creating transparent materials
Creating dynamic textures
Creating movable text
2D image manipulation
Up
Chapter 6: Learning to Move
Introduction
Walking between points
Walking along a path
Collision detection
Converting a 2D path into a 3D path
Walking on terrain
Linked movement
Up
Chapter 7: Implementing Animations
Introduction
Creating skeletal animations
Creating morph animations
Creating pose animations
Creating SceneNode animations
Creating numeric value animations
Creating linked animation
Animation using controllers
Creating linked controllers
Blending animations
Creating animated light
Up
Chapter 8: Flashy Multimedia
Introduction
Render to texture
Creating a mirror
Creating a video
Using sounds
Using voice
Video to texture
Up
Chapter 9: Queries and Views
Introduction
Predefined views
Zoom management
Zooming to a selected object
Orbiting an object
Selecting objects
Object visibility