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EnvMapping.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\EnvMapping.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /** \file EnvMapping.cpp \brief Specialisation of OGRE's framework application to show the environment mapping feature. */ #include "ExampleApplication.h" class EnvMapApplication : public ExampleApplication { public: EnvMapApplication() {} protected: // Just override the mandatory create scene method void createScene(void) { // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); // Create a point light Light* l = mSceneMgr->createLight("MainLight"); // Accept default settings: point light, white diffuse, just set position // NB I could attach the light to a SceneNode if I wanted it to move automatically with // other objects, but I don't l->setPosition(20,80,50); Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh"); // Set material loaded from Example.material ent->setMaterialName("Examples/EnvMappedRustySteel"); // Add entity to the root scene node mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent); } };
EnvMapping.h
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