Category Archives: 3D

Old tips and tricks with Ogre and Blender.

Blender is an open source 3D content creation suite.

Ogre 3D is an 3D library for multiple desktop and mobile platforms.

But is a problem between this tow way.

The last Blender 3D not have yet a script to export the mesh to last Ogre 3D.

What we can do ?. It’s a simple way to make all working.

Use old version of this two and you can also use old video cards.

After you make all settings of code::blocks to use all Ogre librarys, you need to use some tricks.

First , in your source code you need to tell about this:

This means the all three files is using by 3D engine.

On Linux first file – plugins.cfg it is on my distro:

But is because I use an very old video card.

Let’s see the next file – ogre.cfg.

As we see it’s easy way to set some settings like 600 x 400.

The ogre.log it’s use to show the problems.

Let’s see another step in source code:

This load the file – resources.cfg.

Let’s see this file:

The YOUR-USER is your user home folder.

The YOUR-PROJECT it is the folder of project code::blocks.

The OGRE-FOLDER-MEDIA is folder of all files is export by Blender 3D.

Let me show my simple example using NVIDIA FX video card.

The next image show us one 3D object wich is a mesh object.

ogre blend

After I make all materials and mesh with same name.

I use the script to export ogre mesh using the 2.49a version.

ogre blend

The next two images show the settins I need to make to have a mesh.

ogre blend
ogre blend

Also you keep just the object you need to export.

You can use a simple C++ source code to render with Ogre Engine.

ogre blend

Posted in 3D, Blender 3D, C++, Game engine, Linux, Programming. Tagged with , , , , , .

Blender 2.5 – Glare and Defocus

Today I will show a simple way of connecting nodes.

In this way we get connected glare and defocus.

Start the Blender 3D software version 2.5 with the default cube, see below.

We will select a texture for the cube.

  1. Go on Node Editor
  2. Click on Textures node

Now we will add Defocus effect.

  1. Go on Node Editor
  2. Click on Add
  3. Go on Filter
  4. … and click Defocus

Please , see below :

… same way to add Glare

  1. Go on Node Editor
  2. Click on Add
  3. Go on Filter
  4. … and click Glare

Below you see two windows Defocus – 1 and Glare – 2 and connection mode.

To connect just position your mouse over the yellow circles.

Now, holding down left button of mouse drag that on the yellow bubble that will be connected.

Sometimes it is necessary to see the difference between inputs and outputs.

For this I will use a SplitViewer.

Like the normal Viewer node except there are now two image inputs.

In this case , the input image and output – render image.

Let’s add that .

  1. Go on free node
  2. Click Add
  3. Go on Output
  4. … and click SplitViewer

In the picture below we see how it is connected the SplitViewer.

To see the final results go select UV/Image Editor ( see 1) .

Now select Viewer Node to see result of SplitViewer.

Or, just select Render View to see the final result.

This is all.

Posted in 3D, Blender 3D. Tagged with , .

Irrlicht – 3D Engine – Part 1

What is Irrlicht Engine ?

The Irrlicht Engine is an open source 3D engine.
This engine is written and usable in C++ and also available for .NET.
The engine is completely cross-platform using D3D and OpenGL.

How works ?

Download the irrlicht from
I will show how this working on Linux. I use Fedora 12.
In this tutorial I will show how to used Irrlicht 1.6 .
The new version – irrlicht 1.7 is used in same manner.
First i install libs of OpenGL and g++.
See below , i used yum command in super user mode:

Now in same manner,you will install g++:

First, i downloaded both arhives of irrlicht–1.6.1 and irrlicht–1.7.1, see this command:

Now, go and write on console this commands :

You will see something like this:

This will take a time…

As you see , this will build all examples.
Finally you see some errors , don’t worry.

In this moment you can run all examples (see /irrlicht-1.6.1/bin/Linux/).
Let’s try one:


If you will try to run all examples and you have a old graphic card not all will run properly.

Some examples run only on console because you need to select driver.
You will see this message :

The tools from Irrlicht

The Irrlicht has some tools to helps users.
The directories from tools folder is :

Only GUIEditor, newFontTool and MeshConverter works on Linux.

See now how compile the GUIEditor

When you compiling GUIEditor you see some errors:

But, GUIEditor running well.


See now how compile the newFontTool.

The output file is Fontool on /bin/Linux/


See now how compile the MeshConverter.

The Irrlicht 1.7.1 will be installed in the same way.
I tried that.

Posted in 3D, C++, Game engine, Linux, Programming. Tagged with , , , , .

Using Irrlicht 1.7.2 under Windows XP with Code::Blocks – 3D Engine – Part 2.

To use the 3D engine Irrlicht with Code:: Blocks has to download two programs from the Internet.

I used Code:: Blocks version 10.05 and Irrlicht version 1.7.2 on a Windows XP operating system.

You must install Code:: Blocks and then unzip the archive into a folder Irrlicht.

Select from Code:: Blocks File -> New -> Project … and then choose Irrlicht project as shown below:

irrlicht img

A window will appear and you will need to enter the project name and where it is.

The following image shows the way of linking engine with Code:: Blocks.

Set the environment variable Irrlicht.

irrlicht img

Then choose the folder where your 3D engine is.

irrlicht img

Press right click on project and choose Build.

If this error occurs:

Then createDevice needs a dimension2d<u32> not dimension2d<s32> for the window size.

Change as shown below:

error code::blocks img

If no error occurs, you’ll see how it runs as shown below:

irrlicht run image

This is simple example about Irrlicht. That is all for today.

Posted in 3D, Game engine, Programming, Windows XP. Tagged with , , , .

Loki – render farm

What is Loki software ?

If you  having several computers work together can greatly decrease the total time needed.

Loki Render is a cross-platform job queue manager for rendering 3D frames.

Loki Render distributes the rendering of Blender 3D images named frames across several computer.

How to install the software ?

You can download this software from : .

Extract the zip file.

  • Windows: double-click “lokiRender_062.exe”.
  • Linux/Mac/Solaris: browse to the extracted directory and run ““.
  • Or, on all platforms, just run something like “java -jar lokiRender_062.jar“.

How to set Loki software ?

I try this software with a blend file created with blender 2.49.

I use two computers .First  is server on Fedora 12 and second is on XP .

On File -> Preferences ( Ctr+P ) you can set the role of rendering . I set “Master and Grunt” on Fedora 12

and “Grunt” on XP. You can set the limit of memory space .

On second tab “local grunt”  you need to set the PATH of blender ( on Fedora is /usr/bin/blender.bin) .

The same settings must be set in Windows XP. The other settings are for advanced users.

render farm

How to add job on Loki software ?

First click on “Jobs”  – >  “New”  ( Ctr + N keys) . This will be open a new window.

render farm

Press “Browser” button to add your blend file. The result will be on “Output Directory”.

You can set “First Frame” and “Last Frame”. The result will be set of images from first on last frame.

This is a screenshot of Loki software running:

render farm

The official site :

Posted in 3D, Linux, Windows XP. Tagged with , , , .