OGRE (Object-Oriented Graphics Rendering Engine)
Building OGRE
Building and Installing OGRE
This release of OGRE builds under the following configurations:
Platform | Compiler | Extra
Notes |
Microsoft
Visual C++ 6 SP3+ | Requires
DirectX 8.1b SDK (9 to build the Direct3D9RenderSystem) STLport 4.5.3 required for versions prior to .Net 2003 You should also download the latest 3rd-party libraries from the site. | |
gcc (GNU Compiler Collection) | Requires
gcc 3.x | |
gcc
(GNU Compiler Collection) | Requires
gcc 3.x |
Building with Visual C++ 6 or Visual C++.Net
If you're building with Visual C++, follow these steps:
If you're building under Linux with gcc, here's a very quick overview:
For more detailed instructions, see the Linux README.
Please read the Mac README.
Explanation of the Core libraries
OGRE compiles into a number of shared dynamically-linked libraries for use by OGRE applications. It also has a number of optional plugin libraries, which are used to provide rendering system implementations (e.g. an interface to DirectX) and special features (e.g. a BSP-oriented scene manager). Plugins are configured using the 'plugins.cfg' file located in the same folder as your application. Here's an example:
-----snip------------------------------------------------------
PluginFolder=plugins\
#
Define particle system plugin
Plugin=Plugin_ParticleFX
-----snip------------------------------------------------------
This simple plugins.cfg tells Ogre to load all plugins from the 'plugins' folder directly under the application's folder, and to load Plugin_ParticleFX (.dll in Windows, .so in Linux), the particle system implementation.
The best way to get started with OGRE is to look at the example applications which are included. These should make it clear to you how easy it is to get an OGRE application running in a surprisingly small amount of code!
Libraries in detail
The libraries are:
OgreMain | The core dll which includes all the basic classes, and abstractions of all the engine components which will be refined per OS platform, rendering API, or per scene type. This library must be on the path or in the current folder to be loaded at startup. The source for this is completely cross-platform. |
OgrePlatform | This library implements concrete versions of the classes required to be implemented for each platform. There are currently implementations for Win32 and Linux platforms. This library is loaded dynamically by the PlatformManager class (in OgreMain) and must either be on the path or in the current folder. |
RenderSystem_Direct3D7/8/9 | Plugin library which adds a RenderSystem implementation for Direct3D. This library is loaded dynamically by the plugin architecture described above, and must be located in the folder specified in plugins.cfg. You may use any of these render systems on Windows, but the more recent version support extra features. |
RenderSystem_GL | Implementation of the RenderSystem which is based on OpenGL. Used for the Linux & Mac platforms primarily but can be used in Windows too. |
Plugin_BspSceneManager | Plugin specialisation of the general-purpose SceneManager for rendering indoor levels based on a BSP tree. Allows Quake3 maps to be loaded and rendered very efficiently whilst exposing none of the complexity to the core Ogre system. This library is loaded dynamically by the plugin architecture described above, and must be located in the folder specified in plugins.cfg. |
Plugin_FileSystem | Archive plugin that allows OGRE to read the filesystem of the target operating system. |
Plugin_ParticleFX | Plugin which provides a range of particle system tools such as standard emitters and affectors. |
Plugin_OctreeSceneManager | Plugin which provides scene management based on an octree system. |
ReferenceAppLayer | This is a utility library which is a client of the OgreMain library, and can be used by your application to add additional non-graphics related features to your application. It is designed to be an example of how you might tie together other libraries with OGRE in order to build a larger system; in this case we implement collision and physics using ODE. |
There are also several other plugins, tools and demos which are built as part of the standard batch build process.
Copyright © 2002 by The
OGRE Team