Tidied up the sample descriptions.
Exposed UIElement::SetVar() and GetVar() to Lua script. Modified the Lua Sprites sample to use custom vars inside UIElement.
This commit is contained in:
Родитель
389cce6732
Коммит
7a55a43725
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@ -1,8 +1,8 @@
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-- This first example, maintaining tradition, prints a "Hello World" message.
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-- This first example, maintaining tradition, prints a "Hello World" message.
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-- Furthermore it shows:
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-- Furthermore it shows:
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-- - Using the Sample utility functions as a base for the application;
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-- - Using the Sample utility functions as a base for the application
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-- - Adding a Text element to the graphical user interface;
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-- - Adding a Text element to the graphical user interface
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-- - Subscribing to and handling of update events;
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-- - Subscribing to and handling of update events
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,8 +1,8 @@
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-- A simple 'HelloWorld' GUI created purely from code.
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-- A simple 'HelloWorld' GUI created purely from code.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Creation of controls and building a UI hierarchy;
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-- - Creation of controls and building a UI hierarchy
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-- - Loading UI style from XML and applying it to controls;
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-- - Loading UI style from XML and applying it to controls
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-- - Handling of global and per-control events;
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-- - Handling of global and per-control events
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,14 +1,16 @@
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-- Moving sprites example.
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-- Moving sprites example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Adding Sprite elements to the UI;
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-- - Adding Sprite elements to the UI
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-- - Storing custom data (sprite velocity) inside UI elements;
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-- - Storing custom data (sprite velocity) inside UI elements
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-- - Handling frame update events in which the sprites are moved;
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-- - Handling frame update events in which the sprites are moved
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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local numSprites = 100
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local numSprites = 100
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local sprites = {}
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local sprites = {}
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local speeds = {}
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-- Custom variable identifier for storing sprite velocity within the UI element
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local VAR_VELOCITY = ShortStringHash("Velocity")
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local context = GetContext()
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local context = GetContext()
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@ -35,22 +37,33 @@ function CreateSprites()
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local height = graphics.height
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local height = graphics.height
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for i = 1, numSprites do
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for i = 1, numSprites do
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-- Create a new sprite, set it to use the texture
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local sprite = Sprite:new(context)
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local sprite = Sprite:new(context)
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sprite.texture = decalTex
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sprite.texture = decalTex
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sprite:SetFullImageRect()
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sprite:SetFullImageRect()
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-- The UI root element is as big as the rendering window, set random position within it
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sprite.position = Vector2(Random(width), Random(height))
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sprite.position = Vector2(Random(width), Random(height))
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-- Set sprite size & hotspot in its center
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sprite:SetSize(128, 128)
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sprite:SetSize(128, 128)
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sprite.hotSpot = IntVector2(64, 64)
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sprite.hotSpot = IntVector2(64, 64)
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sprite.rotation = Random(360)
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sprite.scale = Vector2(1, 1) * (Random(1) + 0.5)
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-- Set random rotation in degrees and random scale
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sprite.rotation = Random(360.0)
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sprite.scale = Vector2(1.0, 1.0) * (Random(1.0) + 0.5)
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-- Set random color and additive blending mode
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sprite:SetColor(Color(Random(0.5) + 0.5, Random(0.5) + 0.5, Random(0.5) + 0.5, 1.0))
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sprite:SetColor(Color(Random(0.5) + 0.5, Random(0.5) + 0.5, Random(0.5) + 0.5, 1.0))
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sprite.blendMode = BLEND_ADD
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sprite.blendMode = BLEND_ADD
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-- Add as a child of the root UI element
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ui.root:AddChild(sprite)
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ui.root:AddChild(sprite)
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-- Store sprite's velocity as a custom variable
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sprite:SetVar(VAR_VELOCITY, Variant(Vector2(Random(200.0) - 100.0, Random(200.0) - 100.0)))
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table.insert(sprites, sprite)
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table.insert(sprites, sprite)
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table.insert(speeds, Vector2(Random(200) - 100, Random(200) - 100))
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end
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end
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end
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end
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@ -68,7 +81,7 @@ function MoveSprites(timeStep)
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sprite.rotation = sprite.rotation + timeStep * 30
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sprite.rotation = sprite.rotation + timeStep * 30
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local newPos = sprite.position
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local newPos = sprite.position
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newPos = newPos + speeds[i] * timeStep
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newPos = newPos + sprite:GetVar(VAR_VELOCITY):GetVector2() * timeStep
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if newPos.x >= width then
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if newPos.x >= width then
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newPos.x = newPos.x - width
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newPos.x = newPos.x - width
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@ -1,8 +1,8 @@
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-- Static 3D scene example.
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-- Static 3D scene example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Creating a 3D scene with static content;
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-- - Creating a 3D scene with static content
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-- - Displaying the scene using the Renderer subsystem;
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-- - Displaying the scene using the Renderer subsystem
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-- - Handling keyboard and mouse input to move a freelook camera;
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-- - Handling keyboard and mouse input to move a freelook camera
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,8 +1,8 @@
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-- Animating 3D scene example.
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-- Animating 3D scene example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Creating a 3D scene and using a script component to animate the objects;
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-- - Creating a 3D scene and using a script component to animate the objects
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-- - Controlling scene ambience with the Zone component;
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-- - Controlling scene ambience with the Zone component
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-- - Attaching a light to an object (the camera);
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-- - Attaching a light to an object (the camera)
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,10 +1,10 @@
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-- Skeletal animation example.
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-- Skeletal animation example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Populating a 3D scene with skeletally animated AnimatedModel components;
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-- - Populating a 3D scene with skeletally animated AnimatedModel components
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-- - Moving the animated models and advancing their animation using a script object;
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-- - Moving the animated models and advancing their animation using a script object
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-- - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows;
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-- - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
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-- over a large area (typically used in outdoor scenes for shadows cast by sunlight);
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-- over a large area (typically used in outdoor scenes for shadows cast by sunlight)
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-- - Displaying renderer debug geometry;
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-- - Displaying renderer debug geometry
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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-- Billboard example.
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-- Billboard example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Populating a 3D scene with billboard sets and several shadow casting spotlights;
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-- - Populating a 3D scene with billboard sets and several shadow casting spotlights
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-- - Parenting scene nodes to allow more intuitive creation of groups of objects;
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-- - Parenting scene nodes to allow more intuitive creation of groups of objects
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-- - Examining rendering performance with a somewhat large object and light count;
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-- - Examining rendering performance with a somewhat large object and light count
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,9 +1,9 @@
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-- Decals example.
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-- Decals example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Performing a raycast to the octree and adding a decal to the hit location;
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-- - Performing a raycast to the octree and adding a decal to the hit location
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-- - Defining a Cursor UI element which stays inside the window and can be shown/hidden;
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-- - Defining a Cursor UI element which stays inside the window and can be shown/hidden
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-- - Marking suitable (large) objects as occluders for occlusion culling;
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-- - Marking suitable (large) objects as occluders for occlusion culling
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-- - Displaying renderer debug geometry to see the effect of occlusion;
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-- - Displaying renderer debug geometry to see the effect of occlusion
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,7 +1,7 @@
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-- Multiple viewports example.
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-- Multiple viewports example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Setting up two viewports with two separate cameras;
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-- - Setting up two viewports with two separate cameras
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-- - Adding post processing effects to a viewport's render path and toggling them;
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-- - Adding post processing effects to a viewport's render path and toggling them
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,8 +1,8 @@
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-- Physics stress test example.
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-- Physics stress test example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Physics and rendering performance with a high (1000) moving object count;
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-- - Physics and rendering performance with a high (1000) moving object count
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-- - Using triangle meshes for collision;
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-- - Using triangle meshes for collision
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-- - Optimizing physics simulation by leaving out collision event signaling;
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-- - Optimizing physics simulation by leaving out collision event signaling
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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-- Sound effects example
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-- Sound effects example
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Playing sound effects and music;
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-- - Playing sound effects and music
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-- - Controlling sound and music master volume;
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-- - Controlling sound and music master volume
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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-- Vehicle example.
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-- Vehicle example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Creating a heightmap terrain with collision;
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-- - Creating a heightmap terrain with collision
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-- - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints;
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-- - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,9 +1,9 @@
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-- Huge object count example.
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-- Huge object count example.
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-- This sample demonstrates:
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-- This sample demonstrates:
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-- - Creating a scene with 250 x 250 simple objects;
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-- - Creating a scene with 250 x 250 simple objects
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-- - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :);
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-- - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
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-- - Allowing examination of performance hotspots in the rendering code;
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-- - Allowing examination of performance hotspots in the rendering code
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-- - Optionally speeding up rendering by grouping the objects using StaticModelGroup component;
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-- - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
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require "LuaScripts/Utilities/Sample"
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require "LuaScripts/Utilities/Sample"
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@ -1,8 +1,8 @@
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// This first example, maintaining tradition, prints a "Hello World" message.
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// This first example, maintaining tradition, prints a "Hello World" message.
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// Furthermore it shows:
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// Furthermore it shows:
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// - Using the Sample utility functions as a base for the application;
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// - Using the Sample utility functions as a base for the application
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// - Adding a Text element to the graphical user interface;
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// - Adding a Text element to the graphical user interface
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// - Subscribing to and handling of update events;
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// - Subscribing to and handling of update events
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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@ -1,8 +1,8 @@
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// A simple 'HelloWorld' GUI created purely from code.
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// A simple 'HelloWorld' GUI created purely from code.
|
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// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creation of controls and building a UI hierarchy;
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// - Creation of controls and building a UI hierarchy
|
||||||
// - Loading UI style from XML and applying it to controls;
|
// - Loading UI style from XML and applying it to controls
|
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// - Handling of global and per-control events;
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// - Handling of global and per-control events
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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@ -1,8 +1,8 @@
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// Moving sprites example.
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// Moving sprites example.
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// This sample demonstrates:
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// This sample demonstrates:
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// - Adding Sprite elements to the UI;
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// - Adding Sprite elements to the UI
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// - Storing custom data (sprite velocity) inside UI elements;
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// - Storing custom data (sprite velocity) inside UI elements
|
||||||
// - Handling frame update events in which the sprites are moved;
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// - Handling frame update events in which the sprites are moved
|
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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@ -1,8 +1,8 @@
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// Static 3D scene example.
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// Static 3D scene example.
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// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating a 3D scene with static content;
|
// - Creating a 3D scene with static content
|
||||||
// - Displaying the scene using the Renderer subsystem;
|
// - Displaying the scene using the Renderer subsystem
|
||||||
// - Handling keyboard and mouse input to move a freelook camera;
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// - Handling keyboard and mouse input to move a freelook camera
|
||||||
|
|
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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|
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|
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@ -1,8 +1,8 @@
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// Animating 3D scene example.
|
// Animating 3D scene example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating a 3D scene and using a script component to animate the objects;
|
// - Creating a 3D scene and using a script component to animate the objects
|
||||||
// - Controlling scene ambience with the Zone component;
|
// - Controlling scene ambience with the Zone component
|
||||||
// - Attaching a light to an object (the camera);
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// - Attaching a light to an object (the camera)
|
||||||
|
|
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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|
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@ -1,10 +1,10 @@
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// Skeletal animation example.
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// Skeletal animation example.
|
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// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Populating a 3D scene with skeletally animated AnimatedModel components;
|
// - Populating a 3D scene with skeletally animated AnimatedModel components
|
||||||
// - Moving the animated models and advancing their animation using a script object;
|
// - Moving the animated models and advancing their animation using a script object
|
||||||
// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
|
// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
|
||||||
// over a large area (typically used in outdoor scenes for shadows cast by sunlight);
|
// over a large area (typically used in outdoor scenes for shadows cast by sunlight)
|
||||||
// - Displaying renderer debug geometry;
|
// - Displaying renderer debug geometry
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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|
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|
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@ -1,8 +1,8 @@
|
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// Billboard example.
|
// Billboard example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Populating a 3D scene with billboard sets and several shadow casting spotlights;
|
// - Populating a 3D scene with billboard sets and several shadow casting spotlights
|
||||||
// - Parenting scene nodes to allow more intuitive creation of groups of objects;
|
// - Parenting scene nodes to allow more intuitive creation of groups of objects
|
||||||
// - Examining rendering performance with a somewhat large object and light count;
|
// - Examining rendering performance with a somewhat large object and light count
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
|
||||||
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|
||||||
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|
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@ -1,9 +1,9 @@
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||||||
// Decals example.
|
// Decals example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Performing a raycast to the octree and adding a decal to the hit location;
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// - Performing a raycast to the octree and adding a decal to the hit location
|
||||||
// - Defining a Cursor UI element which stays inside the window and can be shown/hidden;
|
// - Defining a Cursor UI element which stays inside the window and can be shown/hidden
|
||||||
// - Marking suitable (large) objects as occluders for occlusion culling;
|
// - Marking suitable (large) objects as occluders for occlusion culling
|
||||||
// - Displaying renderer debug geometry to see the effect of occlusion;
|
// - Displaying renderer debug geometry to see the effect of occlusion
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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||||||
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||||||
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|
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@ -1,7 +1,7 @@
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||||||
// Multiple viewports example.
|
// Multiple viewports example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Setting up two viewports with two separate cameras;
|
// - Setting up two viewports with two separate cameras
|
||||||
// - Adding post processing effects to a viewport's render path and toggling them;
|
// - Adding post processing effects to a viewport's render path and toggling them
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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||||||
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@ -1,7 +1,7 @@
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// Render to texture example
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// Render to texture example
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||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating two 3D scenes and rendering the other into a texture;
|
// - Creating two 3D scenes and rendering the other into a texture
|
||||||
// - Creating rendertarget textures and materials programmatically;
|
// - Creating rendertarget texture and material programmatically
|
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|
|
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#include "Scripts/Utilities/Sample.as"
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#include "Scripts/Utilities/Sample.as"
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||||||
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||||||
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@ -1,9 +1,9 @@
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||||||
// Physics example.
|
// Physics example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating both static and moving physics objects to a scene;
|
// - Creating both static and moving physics objects to a scene
|
||||||
// - Displaying physics debug geometry;
|
// - Displaying physics debug geometry
|
||||||
// - Using the Skybox component for setting up an unmoving sky;
|
// - Using the Skybox component for setting up an unmoving sky
|
||||||
// - Saving a scene to a file and loading it to restore a previous state;
|
// - Saving a scene to a file and loading it to restore a previous state
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
// Physics stress test example.
|
// Physics stress test example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Physics and rendering performance with a high (1000) moving object count;
|
// - Physics and rendering performance with a high (1000) moving object count
|
||||||
// - Using triangle meshes for collision;
|
// - Using triangle meshes for collision
|
||||||
// - Optimizing physics simulation by leaving out collision event signaling;
|
// - Optimizing physics simulation by leaving out collision event signaling
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
// Ragdoll example.
|
// Ragdoll example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Detecting physics collisions;
|
// - Detecting physics collisions
|
||||||
// - Moving an AnimatedModel's bones with physics and connecting them with constraints;
|
// - Moving an AnimatedModel's bones with physics and connecting them with constraints
|
||||||
// - Using rolling friction to stop rolling objects from moving infinitely;
|
// - Using rolling friction to stop rolling objects from moving infinitely
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
// Sound effects example
|
// Sound effects example
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Playing sound effects and music;
|
// - Playing sound effects and music
|
||||||
// - Controlling sound and music master volume;
|
// - Controlling sound and music master volume
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
// Navigation example.
|
// Navigation example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Generating a navigation mesh into the scene;
|
// - Generating a navigation mesh into the scene
|
||||||
// - Performing path queries to the navigation mesh;
|
// - Performing path queries to the navigation mesh
|
||||||
// - Rebuilding the navigation mesh partially when adding or removing objects;
|
// - Rebuilding the navigation mesh partially when adding or removing objects
|
||||||
// - Visualizing custom debug geometry;
|
// - Visualizing custom debug geometry
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
// Chat example
|
// Chat example
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Starting up a network server or connecting to it;
|
// - Starting up a network server or connecting to it
|
||||||
// - Implementing simple chat functionality with network messages;
|
// - Implementing simple chat functionality with network messages
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
// Scene network replication example.
|
// Scene network replication example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating a scene in which network clients can join;
|
// - Creating a scene in which network clients can join
|
||||||
// - Giving each client an object to control and sending the controls from the clients to the server,
|
// - Giving each client an object to control and sending the controls from the clients to the server,
|
||||||
// where the authoritative simulation happens;
|
// where the authoritative simulation happens
|
||||||
// - Controlling a physics object's movement by applying forces;
|
// - Controlling a physics object's movement by applying forces
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,10 +1,9 @@
|
||||||
// Moving character example.
|
// Moving character example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Controlling a humanoid character through physics;
|
// - Controlling a humanoid character through physics
|
||||||
// - Driving animations using the AnimationController component;
|
// - Driving animations using the AnimationController component
|
||||||
// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera
|
// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
|
||||||
// clipping into scenery;
|
// - Saving and loading the variables of a script object
|
||||||
// - Saving and loading the variables of a script object;
|
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,8 +1,8 @@
|
||||||
// Vehicle example.
|
// Vehicle example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating a heightmap terrain with collision;
|
// - Creating a heightmap terrain with collision
|
||||||
// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints;
|
// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
|
||||||
// - Saving and loading the variables of a script object, including node & component references;
|
// - Saving and loading the variables of a script object, including node & component references
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
// Huge object count example.
|
// Huge object count example.
|
||||||
// This sample demonstrates:
|
// This sample demonstrates:
|
||||||
// - Creating a scene with 250 x 250 simple objects;
|
// - Creating a scene with 250 x 250 simple objects
|
||||||
// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
|
// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
|
||||||
// - Allowing examination of performance hotspots in the rendering code;
|
// - Allowing examination of performance hotspots in the rendering code
|
||||||
// - Optionally speeding up rendering by grouping the objects using StaticModelGroup component;
|
// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
|
||||||
|
|
||||||
#include "Scripts/Utilities/Sample.as"
|
#include "Scripts/Utilities/Sample.as"
|
||||||
|
|
||||||
|
|
|
@ -4528,6 +4528,7 @@ Methods:<br>
|
||||||
- void Remove()
|
- void Remove()
|
||||||
- unsigned FindChild(UIElement* element) const
|
- unsigned FindChild(UIElement* element) const
|
||||||
- void SetParent(UIElement* parent, unsigned index = M_MAX_UNSIGNED)
|
- void SetParent(UIElement* parent, unsigned index = M_MAX_UNSIGNED)
|
||||||
|
- void SetVar(ShortStringHash key, const Variant& value)
|
||||||
- void SetInternal(bool enable)
|
- void SetInternal(bool enable)
|
||||||
- void SetTraversalMode(TraversalMode traversalMode)
|
- void SetTraversalMode(TraversalMode traversalMode)
|
||||||
- void SetElementEventSender(bool flag)
|
- void SetElementEventSender(bool flag)
|
||||||
|
@ -4578,6 +4579,8 @@ Methods:<br>
|
||||||
- UIElement* GetParent() const
|
- UIElement* GetParent() const
|
||||||
- UIElement* GetRoot() const
|
- UIElement* GetRoot() const
|
||||||
- const Color& GetDerivedColor() const
|
- const Color& GetDerivedColor() const
|
||||||
|
- const Variant& GetVar(ShortStringHash key) const
|
||||||
|
- const VariantMap& GetVars() const
|
||||||
- IntVector2 ScreenToElement(const IntVector2& screenPosition)
|
- IntVector2 ScreenToElement(const IntVector2& screenPosition)
|
||||||
- IntVector2 ElementToScreen(const IntVector2& position)
|
- IntVector2 ElementToScreen(const IntVector2& position)
|
||||||
- bool IsInside(IntVector2 position, bool isScreen)
|
- bool IsInside(IntVector2 position, bool isScreen)
|
||||||
|
|
|
@ -134,6 +134,7 @@ class UIElement : public Serializable
|
||||||
void Remove();
|
void Remove();
|
||||||
unsigned FindChild(UIElement* element) const;
|
unsigned FindChild(UIElement* element) const;
|
||||||
void SetParent(UIElement* parent, unsigned index = M_MAX_UNSIGNED);
|
void SetParent(UIElement* parent, unsigned index = M_MAX_UNSIGNED);
|
||||||
|
void SetVar(ShortStringHash key, const Variant& value);
|
||||||
void SetInternal(bool enable);
|
void SetInternal(bool enable);
|
||||||
void SetTraversalMode(TraversalMode traversalMode);
|
void SetTraversalMode(TraversalMode traversalMode);
|
||||||
void SetElementEventSender(bool flag);
|
void SetElementEventSender(bool flag);
|
||||||
|
@ -187,6 +188,8 @@ class UIElement : public Serializable
|
||||||
UIElement* GetParent() const;
|
UIElement* GetParent() const;
|
||||||
UIElement* GetRoot() const;
|
UIElement* GetRoot() const;
|
||||||
const Color& GetDerivedColor() const;
|
const Color& GetDerivedColor() const;
|
||||||
|
const Variant& GetVar(ShortStringHash key) const;
|
||||||
|
const VariantMap& GetVars() const;
|
||||||
IntVector2 ScreenToElement(const IntVector2& screenPosition);
|
IntVector2 ScreenToElement(const IntVector2& screenPosition);
|
||||||
IntVector2 ElementToScreen(const IntVector2& position);
|
IntVector2 ElementToScreen(const IntVector2& position);
|
||||||
bool IsInside(IntVector2 position, bool isScreen);
|
bool IsInside(IntVector2 position, bool isScreen);
|
||||||
|
|
|
@ -26,9 +26,9 @@
|
||||||
|
|
||||||
/// This first example, maintaining tradition, prints a "Hello World" message.
|
/// This first example, maintaining tradition, prints a "Hello World" message.
|
||||||
/// Furthermore it shows:
|
/// Furthermore it shows:
|
||||||
/// - Using the Sample / Application classes, which initialize the Urho3D engine and run the main loop;
|
/// - Using the Sample / Application classes, which initialize the Urho3D engine and run the main loop
|
||||||
/// - Adding a Text element to the graphical user interface;
|
/// - Adding a Text element to the graphical user interface
|
||||||
/// - Subscribing to and handling of update events;
|
/// - Subscribing to and handling of update events
|
||||||
class HelloWorld : public Sample
|
class HelloWorld : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(HelloWorld);
|
OBJECT(HelloWorld);
|
||||||
|
|
|
@ -33,9 +33,9 @@ class Window;
|
||||||
|
|
||||||
/// A simple 'HelloWorld' GUI created purely from code.
|
/// A simple 'HelloWorld' GUI created purely from code.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creation of controls and building a UI hierarchy;
|
/// - Creation of controls and building a UI hierarchy
|
||||||
/// - Loading UI style from XML and applying it to controls;
|
/// - Loading UI style from XML and applying it to controls
|
||||||
/// - Handling of global and per-control events;
|
/// - Handling of global and per-control events
|
||||||
class HelloGUI : public Sample
|
class HelloGUI : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(HelloGUI);
|
OBJECT(HelloGUI);
|
||||||
|
|
|
@ -26,9 +26,9 @@
|
||||||
|
|
||||||
/// Moving sprites example.
|
/// Moving sprites example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Adding Sprite elements to the UI;
|
/// - Adding Sprite elements to the UI
|
||||||
/// - Storing custom data (sprite velocity) inside UI elements;
|
/// - Storing custom data (sprite velocity) inside UI elements
|
||||||
/// - Handling frame update events in which the sprites are moved;
|
/// - Handling frame update events in which the sprites are moved
|
||||||
class Sprites : public Sample
|
class Sprites : public Sample
|
||||||
{
|
{
|
||||||
// Enable type information.
|
// Enable type information.
|
||||||
|
|
|
@ -34,9 +34,9 @@ class Scene;
|
||||||
|
|
||||||
/// Static 3D scene example.
|
/// Static 3D scene example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating a 3D scene with static content;
|
/// - Creating a 3D scene with static content
|
||||||
/// - Displaying the scene using the Renderer subsystem;
|
/// - Displaying the scene using the Renderer subsystem
|
||||||
/// - Handling keyboard and mouse input to move a freelook camera;
|
/// - Handling keyboard and mouse input to move a freelook camera
|
||||||
class StaticScene : public Sample
|
class StaticScene : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(StaticScene);
|
OBJECT(StaticScene);
|
||||||
|
|
|
@ -34,9 +34,9 @@ class Scene;
|
||||||
|
|
||||||
/// Animating 3D scene example.
|
/// Animating 3D scene example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating a 3D scene and using a custom component to animate the objects;
|
/// - Creating a 3D scene and using a custom component to animate the objects
|
||||||
/// - Controlling scene ambience with the Zone component;
|
/// - Controlling scene ambience with the Zone component
|
||||||
/// - Attaching a light to an object (the camera);
|
/// - Attaching a light to an object (the camera)
|
||||||
class AnimatingScene : public Sample
|
class AnimatingScene : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(AnimatingScene);
|
OBJECT(AnimatingScene);
|
||||||
|
|
|
@ -35,10 +35,10 @@ class Scene;
|
||||||
/// Skeletal animation example.
|
/// Skeletal animation example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Populating a 3D scene with skeletally animated AnimatedModel components;
|
/// - Populating a 3D scene with skeletally animated AnimatedModel components;
|
||||||
/// - Moving the animated models and advancing their animation using a custom component;
|
/// - Moving the animated models and advancing their animation using a custom component
|
||||||
/// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
|
/// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
|
||||||
/// over a large area (typically used in outdoor scenes for shadows cast by sunlight);
|
/// over a large area (typically used in outdoor scenes for shadows cast by sunlight)
|
||||||
/// - Displaying renderer debug geometry;
|
/// - Displaying renderer debug geometry
|
||||||
class SkeletalAnimation : public Sample
|
class SkeletalAnimation : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(SkeletalAnimation);
|
OBJECT(SkeletalAnimation);
|
||||||
|
|
|
@ -34,9 +34,9 @@ class Scene;
|
||||||
|
|
||||||
/// Billboard example.
|
/// Billboard example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Populating a 3D scene with billboard sets and several shadow casting spotlights;
|
/// - Populating a 3D scene with billboard sets and several shadow casting spotlights
|
||||||
/// - Parenting scene nodes to allow more intuitive creation of groups of objects;
|
/// - Parenting scene nodes to allow more intuitive creation of groups of objects
|
||||||
/// - Examining rendering performance with a somewhat large object and light count;
|
/// - Examining rendering performance with a somewhat large object and light count
|
||||||
class Billboards : public Sample
|
class Billboards : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Billboards);
|
OBJECT(Billboards);
|
||||||
|
|
|
@ -35,10 +35,10 @@ class Scene;
|
||||||
|
|
||||||
/// Decals example.
|
/// Decals example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Performing a raycast to the octree and adding a decal to the hit location;
|
/// - Performing a raycast to the octree and adding a decal to the hit location
|
||||||
/// - Defining a Cursor UI element which stays inside the window and can be shown/hidden;
|
/// - Defining a Cursor UI element which stays inside the window and can be shown/hidden
|
||||||
/// - Marking suitable (large) objects as occluders for occlusion culling;
|
/// - Marking suitable (large) objects as occluders for occlusion culling
|
||||||
/// - Displaying renderer debug geometry to see the effect of occlusion;
|
/// - Displaying renderer debug geometry to see the effect of occlusion
|
||||||
class Decals : public Sample
|
class Decals : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Decals);
|
OBJECT(Decals);
|
||||||
|
|
|
@ -34,8 +34,8 @@ class Scene;
|
||||||
|
|
||||||
/// Multiple viewports example.
|
/// Multiple viewports example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Setting up two viewports with two separate cameras;
|
/// - Setting up two viewports with two separate cameras
|
||||||
/// - Adding post processing effects to a viewport's render path and toggling them;
|
/// - Adding post processing effects to a viewport's render path and toggling them
|
||||||
class MultipleViewports : public Sample
|
class MultipleViewports : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(MultipleViewports);
|
OBJECT(MultipleViewports);
|
||||||
|
|
|
@ -34,8 +34,8 @@ class Scene;
|
||||||
|
|
||||||
/// Render to texture example
|
/// Render to texture example
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating two 3D scenes and rendering the other into a texture;
|
/// - Creating two 3D scenes and rendering the other into a texture
|
||||||
/// - Creating rendertarget textures and materials programmatically;
|
/// - Creating rendertarget texture and material programmatically
|
||||||
class RenderToTexture : public Sample
|
class RenderToTexture : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(RenderToTexture);
|
OBJECT(RenderToTexture);
|
||||||
|
|
|
@ -34,10 +34,10 @@ class Scene;
|
||||||
|
|
||||||
/// Physics example.
|
/// Physics example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating both static and moving physics objects to a scene;
|
/// - Creating both static and moving physics objects to a scene
|
||||||
/// - Displaying physics debug geometry;
|
/// - Displaying physics debug geometry
|
||||||
/// - Using the Skybox component for setting up an unmoving sky;
|
/// - Using the Skybox component for setting up an unmoving sky
|
||||||
/// - Saving a scene to a file and loading it to restore a previous state;
|
/// - Saving a scene to a file and loading it to restore a previous state
|
||||||
class Physics : public Sample
|
class Physics : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Physics);
|
OBJECT(Physics);
|
||||||
|
|
|
@ -34,9 +34,9 @@ class Scene;
|
||||||
|
|
||||||
/// Physics stress test example.
|
/// Physics stress test example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Physics and rendering performance with a high (1000) moving object count;
|
/// - Physics and rendering performance with a high (1000) moving object count
|
||||||
/// - Using triangle meshes for collision;
|
/// - Using triangle meshes for collision
|
||||||
/// - Optimizing physics simulation by leaving out collision event signaling;
|
/// - Optimizing physics simulation by leaving out collision event signaling
|
||||||
class PhysicsStressTest : public Sample
|
class PhysicsStressTest : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(PhysicsStressTest);
|
OBJECT(PhysicsStressTest);
|
||||||
|
|
|
@ -34,9 +34,9 @@ class Scene;
|
||||||
|
|
||||||
/// Ragdoll example.
|
/// Ragdoll example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Detecting physics collisions;
|
/// - Detecting physics collisions
|
||||||
/// - Moving an AnimatedModel's bones with physics and connecting them with constraints;
|
/// - Moving an AnimatedModel's bones with physics and connecting them with constraints
|
||||||
/// - Using rolling friction to stop rolling objects from moving infinitely;
|
/// - Using rolling friction to stop rolling objects from moving infinitely
|
||||||
class Ragdolls : public Sample
|
class Ragdolls : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Ragdolls);
|
OBJECT(Ragdolls);
|
||||||
|
|
|
@ -35,8 +35,8 @@ class Slider;
|
||||||
|
|
||||||
/// Sound effects example
|
/// Sound effects example
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Playing sound effects and music;
|
/// - Playing sound effects and music
|
||||||
/// - Controlling sound and music master volume;
|
/// - Controlling sound and music master volume
|
||||||
class SoundEffects : public Sample
|
class SoundEffects : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(SoundEffects);
|
OBJECT(SoundEffects);
|
||||||
|
|
|
@ -35,10 +35,10 @@ class Scene;
|
||||||
|
|
||||||
/// Navigation example.
|
/// Navigation example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Generating a navigation mesh into the scene;
|
/// - Generating a navigation mesh into the scene
|
||||||
/// - Performing path queries to the navigation mesh;
|
/// - Performing path queries to the navigation mesh
|
||||||
/// - Rebuilding the navigation mesh partially when adding or removing objects;
|
/// - Rebuilding the navigation mesh partially when adding or removing objects
|
||||||
/// - Visualizing custom debug geometry;
|
/// - Visualizing custom debug geometry
|
||||||
class Navigation : public Sample
|
class Navigation : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Navigation);
|
OBJECT(Navigation);
|
||||||
|
|
|
@ -36,8 +36,8 @@ class UIElement;
|
||||||
|
|
||||||
/// Chat example
|
/// Chat example
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Starting up a network server or connecting to it;
|
/// - Starting up a network server or connecting to it
|
||||||
/// - Implementing simple chat functionality with network messages;
|
/// - Implementing simple chat functionality with network messages
|
||||||
class Chat : public Sample
|
class Chat : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(Chat);
|
OBJECT(Chat);
|
||||||
|
|
|
@ -37,10 +37,10 @@ class UIElement;
|
||||||
|
|
||||||
/// Scene network replication example.
|
/// Scene network replication example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating a scene in which network clients can join;
|
/// - Creating a scene in which network clients can join
|
||||||
/// - Giving each client an object to control and sending the controls from the clients to the server,
|
/// - Giving each client an object to control and sending the controls from the clients to the server
|
||||||
/// where the authoritative simulation happens;
|
/// where the authoritative simulation happens
|
||||||
/// - Controlling a physics object's movement by applying forces;
|
/// - Controlling a physics object's movement by applying forces
|
||||||
class SceneReplication : public Sample
|
class SceneReplication : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(SceneReplication);
|
OBJECT(SceneReplication);
|
||||||
|
|
|
@ -36,11 +36,10 @@ class Character;
|
||||||
|
|
||||||
/// Moving character example.
|
/// Moving character example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Controlling a humanoid character through physics;
|
/// - Controlling a humanoid character through physics
|
||||||
/// - Driving animations using the AnimationController component;
|
/// - Driving animations using the AnimationController component
|
||||||
/// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera
|
/// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
|
||||||
/// clipping into scenery;
|
/// - Defining attributes of a custom component so that it can be saved and loaded
|
||||||
/// - Defining attributes of a custom component so that it can be saved and loaded;
|
|
||||||
class CharacterDemo : public Sample
|
class CharacterDemo : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(CharacterDemo);
|
OBJECT(CharacterDemo);
|
||||||
|
|
|
@ -36,9 +36,9 @@ class Vehicle;
|
||||||
|
|
||||||
/// Vehicle example.
|
/// Vehicle example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating a heightmap terrain with collision;
|
/// - Creating a heightmap terrain with collision
|
||||||
/// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints;
|
/// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
|
||||||
/// - Defining attributes (including node and component references) of a custom component so that it can be saved and loaded;
|
/// - Defining attributes (including node and component references) of a custom component so that it can be saved and loaded
|
||||||
class VehicleDemo : public Sample
|
class VehicleDemo : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(VehicleDemo);
|
OBJECT(VehicleDemo);
|
||||||
|
|
|
@ -34,11 +34,11 @@ class Scene;
|
||||||
|
|
||||||
/// Huge object count example.
|
/// Huge object count example.
|
||||||
/// This sample demonstrates:
|
/// This sample demonstrates:
|
||||||
/// - Creating a scene with 250 x 250 simple objects;
|
/// - Creating a scene with 250 x 250 simple objects
|
||||||
/// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
|
/// - Competing with http://yosoygames.com.ar/wp/2013/07/ogre-2-0-is-up-to-3x-faster/ :)
|
||||||
/// - Allowing examination of performance hotspots in the rendering code;
|
/// - Allowing examination of performance hotspots in the rendering code
|
||||||
/// - Using the profiler to measure the time taken to animate the scene;
|
/// - Using the profiler to measure the time taken to animate the scene
|
||||||
/// - Optionally speeding up rendering by grouping the objects using StaticModelGroup component;
|
/// - Optionally speeding up rendering by grouping objects with the StaticModelGroup component
|
||||||
class HugeObjectCount : public Sample
|
class HugeObjectCount : public Sample
|
||||||
{
|
{
|
||||||
OBJECT(HugeObjectCount);
|
OBJECT(HugeObjectCount);
|
||||||
|
|
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