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ogre::manualobject
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28 Aug 2007 I'm creating a ManualObject but I can't set colours to it. I am just calling ManualObject::colour() before calling ManualObject::vertex(), a I would
27 Jul 2012 ManualObject A class for easy creation of custom 2D/3D objects by code As a result you can create ManualObjects that contain lines,
particleSystem->setMaterial("Ogre/ParticleGS/Display");. //Generate the geometry that will seed the particle system. ManualObject* particleSystemSeed
ManualObjectSectionShadowRenderable (ManualObject *parent . void Ogre::ShadowRenderable::setMaterial, (, const MaterialPtr &, mat, )
3 Feb 2010 I use ManualObject because i have maps in specific format. it has cells 64*64 units, each SetMaterial() - can't understand what is 'subindex'
26 Aug 2013 As you discovered, a material script can be used for this purpose. material Voxel/Default { technique { pass { diffuse vertexcolour specular
Begin with creating the manual object: Ogre::ManualObject* manual = mSceneMgr- >createManualObject("Quad"); manual->begin("BaseWhiteNoLighting"
17 Jul 2014 Dynamic usage. It's possible to update a ManualObject to change it's shape or properties. For this you need to set the dynamic flag:
Ogre::ManualObject* manual = mSceneManager->createManualObject(name); MyEntity->setMaterial(material); sg->addEntity(MyEntity
+ Inheritance diagram for Ogre::v1::ManualObject::ManualObjectSection: .. virtual void Ogre::Renderable::setMaterial, (, const MaterialPtr &, material, )
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