public:t-gede-12-1:lab_2
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public:t-gede-12-1:lab_2 [2012/02/02 14:05] – [The Procedure] hannes | public:t-gede-12-1:lab_2 [2024/04/29 13:33] (current) – external edit 127.0.0.1 | ||
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* Add the line **FileSystem=Models** in the **Popular** section of your application' | * Add the line **FileSystem=Models** in the **Popular** section of your application' | ||
- Create a model in Blender (even just use the default cube you get when you start up Blender) | - Create a model in Blender (even just use the default cube you get when you start up Blender) | ||
+ | * There is a lot of good resources on Blender modeling, including the [[http:// | ||
* It is a good idea to save your model in the Blender file format early and often | * It is a good idea to save your model in the Blender file format early and often | ||
* Pay attention to what you name your geometry, this becomes the name of the exported mesh | * Pay attention to what you name your geometry, this becomes the name of the exported mesh | ||
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* Try changing values of the material (e.g. the diffuse values) inside the exported material file and observe the changes in your Ogre application (you do not have to run the OgreXMLConverter again for this, the material is already in the right format) | * Try changing values of the material (e.g. the diffuse values) inside the exported material file and observe the changes in your Ogre application (you do not have to run the OgreXMLConverter again for this, the material is already in the right format) | ||
* Create a new material inside the same material file, by copy-pasting the material definition and changing its name (e.g. into **BlueMaterial**) and give it different values (e.g. making the diffuse color blue). | * Create a new material inside the same material file, by copy-pasting the material definition and changing its name (e.g. into **BlueMaterial**) and give it different values (e.g. making the diffuse color blue). | ||
- | * To test this new material, you can simply assign it to any entity in your Ogre application with the **setMaterialName** method like this: < | + | * To test this new material, you can simply assign it to any entity in your Ogre application with the **setMaterialName** method like this: |
+ | | ||
* See if you can create several entities from your original mesh, but assign different materials to each of them | * See if you can create several entities from your original mesh, but assign different materials to each of them | ||
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