Shadow Example - Ogre3d Typing CST Test
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Shadow Example — Ogre3d Code
Enables basic shadows for a scene entity.
#include <Ogre.h>
using namespace Ogre;
int main() {
Root* root = new Root();
root->restoreConfig();
RenderWindow* window = root->initialise(true, "Ogre3D Shadows");
SceneManager* sceneMgr = root->createSceneManager(ST_GENERIC);
sceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE);
Entity* entity = sceneMgr->createEntity("ogrehead.mesh");
SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(entity);
Light* light = sceneMgr->createLight("MainLight");
light->setType(Light::LT_DIRECTIONAL);
light->setDirection(Vector3(-1,-1,0));
Camera* camera = sceneMgr->createCamera("MainCam");
camera->setPosition(Vector3(0,50,200));
camera->lookAt(Vector3(0,0,0));
Viewport* vp = window->addViewport(camera);
root->startRendering();
delete root;
return 0;
}Ogre3d Language Guide
OGRE (Object-Oriented Graphics Rendering Engine) is an open-source, high-performance 3D graphics rendering engine written in C++, focusing on flexibility, modularity, and real-time 3D rendering for games and simulations.
Primary Use Cases
- ▸3D game development with custom engines
- ▸Simulations and VR/AR projects
- ▸Educational graphics projects
- ▸3D visualization for scientific/engineering applications
- ▸Rapid prototyping of rendering features
Notable Features
- ▸Scene graph architecture
- ▸Material and shader system
- ▸Mesh and skeletal animation support
- ▸Particle systems for effects
- ▸Multiple render system backends (OpenGL, Direct3D)
Origin & Creator
OGRE3D was originally developed by Steve Streeting in 2001, designed to simplify 3D graphics development while providing full control over rendering pipelines.
Industrial Note
OGRE3D is used in indie and research projects, simulations, virtual reality prototypes, and educational environments where a custom 3D rendering engine is needed without building from scratch.