Ogre-related

http://www.ogre3d.org/
Open source graphics renderer with Scene Management and a proprietary .mesh format for objects. Community driven with many projects using it. Ogre itself is huge and is constantly being developed.

http://www.ogre3d.org/about

You can check out all my posts related to Ogre by looking at my profile here - http://www.ogre3d.org/forums/memberlist.php?mode=viewprofile&u=27791


Sometimes programming with Ogre can be a little tricky. Such as when using a pointer such as Ogre::Camera * mCamera. To initialize it, you may think to do -

mCamera = new Ogre::Camera(...);

Which is in fact, wrong and will lead to a crash saying "Error, abort() was called." Fun huh? In fact the correct way to do this is -

mCamera = mSceneMgr->createCamera(...);

Something I thought I'd share.. :)

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