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Ogre3d with EntityX

Ogre3d with EntityX

From:
Alexander Chaliovski
Date:
2014-10-24 @ 08:53
Hello ,

I am trying to create my game around EntityX and Ogre3d. Have anyone did
something similar, maybe with another engine, if you can share you
thoughts.
Let say for example I have this to create a simple mesh in Ogre what would
be the best design to approach this using EntityX.

For example if I have this code how would that wrap with EntityX ?

Ogre::MeshManager::getSingleton().createPlane("ground",
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
    plane, 1500, 1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);
Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", "ground");
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
entGround->setMaterialName("Examples/Rockwall");
entGround->setCastShadows(false);


Thanks,

Alex

Re: [entityx] Ogre3d with EntityX

From:
Alec Thomas
Date:
2014-10-27 @ 01:01
I should also mention that I recently wrote an example 
(https://github.com/alecthomas/entityx/blob/master/examples/example.cc) 
using SFML2, with bouncing circles that collide, a particle system, etc., 
all managed by EntityX. It illustrates fairly well how to build 
applications with EntityX, and although it is not specfic to Ogre3d, may 
help.


On Friday, 24 October 2014 at 7:53 pm, Alexander Chaliovski wrote:

> Hello ,
> 
> I am trying to create my game around EntityX and Ogre3d. Have anyone did
something similar, maybe with another engine, if you can share you 
thoughts. 
> Let say for example I have this to create a simple mesh in Ogre what 
would be the best design to approach this using EntityX. 
> 
> For example if I have this code how would that wrap with EntityX ?
> Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, 1500, 
1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);
> Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", 
"ground"); 
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
> entGround->setMaterialName("Examples/Rockwall"); 
entGround->setCastShadows(false);
> 
> Thanks,
> 
> Alex 

Re: [entityx] Ogre3d with EntityX

From:
Dennis Bühring
Date:
2014-10-26 @ 10:57
I've used entityx with Lightfeather 3d Engine (few years back forked from
Irrlicht 3d).

have a look at my pet project, maybe it will help you.. (I'm just a
hobbyist, so dont expect high quality code ;) )

https://github.com/erSitzt/gravity


2014-10-24 10:53 GMT+02:00 Alexander Chaliovski <sabotage3d@gmail.com>:

> Hello ,
>
> I am trying to create my game around EntityX and Ogre3d. Have anyone did
> something similar, maybe with another engine, if you can share you
> thoughts.
> Let say for example I have this to create a simple mesh in Ogre what would
> be the best design to approach this using EntityX.
>
> For example if I have this code how would that wrap with EntityX ?
>
> Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>     plane, 1500, 1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);
> Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", "ground");
> mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
> entGround->setMaterialName("Examples/Rockwall");
> entGround->setCastShadows(false);
>
>
> Thanks,
>
> Alex
>



-- 
-------------------------------
oben Balken, unten Balken !
-------------------------------

Re: [entityx] Ogre3d with EntityX

From:
Guillaume Libersat
Date:
2014-10-26 @ 13:51
Hi Alexander,

Here's how I did it with Ogre3D. When I add a Mesh Component, a
RenderSystem catches the ComponentAddedEvent to create the resources on
the Ogre side.

/*
 * Catch new Mesh components to load resources on the Ogre side.
 */
void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
  entityx::ptr<Mesh> mesh = event.component;
  entityx::Entity entity = event.entity;
  entityx::ptr<Transform> transform = entity.component<Transform>();

  mLogger.debugStream() << "Loading mesh..." << mesh->path;

  if ( mesh->name == "" )
    mesh->entity = mSceneMgr->createEntity(mesh->path);
  else
    mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);

  mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();

  // Sync with Ogre internal data
  mesh->node->setPosition(transform->position);
  mesh->node->setScale(transform->scale);
  mesh->node->setOrientation(transform->orientation);

  mesh->node->attachObject(mesh->entity);
}

Hope this helps!

Guillaume

Le 26/10/2014 11:57, Dennis Bühring a écrit :
> I've used entityx with Lightfeather 3d Engine (few years back forked
> from Irrlicht 3d).
>
> have a look at my pet project, maybe it will help you.. (I'm just a
> hobbyist, so dont expect high quality code ;) )
>
> https://github.com/erSitzt/gravity
>
>
> 2014-10-24 10:53 GMT+02:00 Alexander Chaliovski <sabotage3d@gmail.com
> <mailto:sabotage3d@gmail.com>>:
>
>     Hello ,
>
>     I am trying to create my game around EntityX and Ogre3d. Have
>     anyone did something similar, maybe with another engine, if you
>     can share you thoughts. 
>     Let say for example I have this to create a simple mesh in Ogre
>     what would be the best design to approach this using EntityX. 
>
>     For example if I have this code how would that wrap with EntityX ?
>
>     Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>         plane, 1500, 1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);
>     Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", "ground");
>     
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
>     entGround->setMaterialName("Examples/Rockwall");
>     entGround->setCastShadows(false);
>
>
>     Thanks,
>
>     Alex
>
>
>
>
> -- 
> -------------------------------
> oben Balken, unten Balken !
> -------------------------------

-- 
http://sigill.org

Re: [entityx] Ogre3d with EntityX

From:
Alexander Chaliovski
Date:
2014-10-26 @ 15:04
Awesome ! How big is the performance penalty ?

On Sun, Oct 26, 2014 at 1:51 PM, Guillaume Libersat <glibersat@sigill.org>
wrote:

>  Hi Alexander,
>
> Here's how I did it with Ogre3D. When I add a Mesh Component, a
> RenderSystem catches the ComponentAddedEvent to create the resources on the
> Ogre side.
>
> /*
>  * Catch new Mesh components to load resources on the Ogre side.
>  */
> void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
>   entityx::ptr<Mesh> mesh = event.component;
>   entityx::Entity entity = event.entity;
>   entityx::ptr<Transform> transform = entity.component<Transform>();
>
>   mLogger.debugStream() << "Loading mesh..." << mesh->path;
>
>   if ( mesh->name == "" )
>     mesh->entity = mSceneMgr->createEntity(mesh->path);
>   else
>     mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);
>
>   mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
>
>   // Sync with Ogre internal data
>   mesh->node->setPosition(transform->position);
>   mesh->node->setScale(transform->scale);
>   mesh->node->setOrientation(transform->orientation);
>
>   mesh->node->attachObject(mesh->entity);
> }
>
> Hope this helps!
>
> Guillaume
>
> Le 26/10/2014 11:57, Dennis Bühring a écrit :
>
> I've used entityx with Lightfeather 3d Engine (few years back forked from
> Irrlicht 3d).
>
>  have a look at my pet project, maybe it will help you.. (I'm just a
> hobbyist, so dont expect high quality code ;) )
>
>  https://github.com/erSitzt/gravity
>
>
> 2014-10-24 10:53 GMT+02:00 Alexander Chaliovski <sabotage3d@gmail.com>:
>
>>   Hello ,
>>
>>  I am trying to create my game around EntityX and Ogre3d. Have anyone did
>> something similar, maybe with another engine, if you can share you
>> thoughts.
>>  Let say for example I have this to create a simple mesh in Ogre what
>> would be the best design to approach this using EntityX.
>>
>>  For example if I have this code how would that wrap with EntityX ?
>>
>> Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>>     plane, 1500, 1500, 20, 20, true, 1, 5, 5, 
Ogre::Vector3::UNIT_Z);Ogre::Entity* entGround = 
mSceneMgr->createEntity("GroundEntity", "ground");
>> 
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);entGround->setMaterialName("Examples/Rockwall");
>> entGround->setCastShadows(false);
>>
>>
>>  Thanks,
>>
>>  Alex
>>
>
>
>
>  --
> -------------------------------
> oben Balken, unten Balken !
> -------------------------------
>
>
> -- http://sigill.org
>
>

Re: [entityx] Ogre3d with EntityX

From:
Alexander Chaliovski
Date:
2014-10-26 @ 15:06
Any chance you can share a sample working example :)

On Sun, Oct 26, 2014 at 3:04 PM, Alexander Chaliovski <sabotage3d@gmail.com>
wrote:

> Awesome ! How big is the performance penalty ?
>
> On Sun, Oct 26, 2014 at 1:51 PM, Guillaume Libersat <glibersat@sigill.org>
> wrote:
>
>>  Hi Alexander,
>>
>> Here's how I did it with Ogre3D. When I add a Mesh Component, a
>> RenderSystem catches the ComponentAddedEvent to create the resources on the
>> Ogre side.
>>
>> /*
>>  * Catch new Mesh components to load resources on the Ogre side.
>>  */
>> void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
>>   entityx::ptr<Mesh> mesh = event.component;
>>   entityx::Entity entity = event.entity;
>>   entityx::ptr<Transform> transform = entity.component<Transform>();
>>
>>   mLogger.debugStream() << "Loading mesh..." << mesh->path;
>>
>>   if ( mesh->name == "" )
>>     mesh->entity = mSceneMgr->createEntity(mesh->path);
>>   else
>>     mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);
>>
>>   mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
>>
>>   // Sync with Ogre internal data
>>   mesh->node->setPosition(transform->position);
>>   mesh->node->setScale(transform->scale);
>>   mesh->node->setOrientation(transform->orientation);
>>
>>   mesh->node->attachObject(mesh->entity);
>> }
>>
>> Hope this helps!
>>
>> Guillaume
>>
>> Le 26/10/2014 11:57, Dennis Bühring a écrit :
>>
>> I've used entityx with Lightfeather 3d Engine (few years back forked from
>> Irrlicht 3d).
>>
>>  have a look at my pet project, maybe it will help you.. (I'm just a
>> hobbyist, so dont expect high quality code ;) )
>>
>>  https://github.com/erSitzt/gravity
>>
>>
>> 2014-10-24 10:53 GMT+02:00 Alexander Chaliovski <sabotage3d@gmail.com>:
>>
>>>   Hello ,
>>>
>>>  I am trying to create my game around EntityX and Ogre3d. Have anyone
>>> did something similar, maybe with another engine, if you can share you
>>> thoughts.
>>>  Let say for example I have this to create a simple mesh in Ogre what
>>> would be the best design to approach this using EntityX.
>>>
>>>  For example if I have this code how would that wrap with EntityX ?
>>>
>>> Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>>>     plane, 1500, 1500, 20, 20, true, 1, 5, 5, 
Ogre::Vector3::UNIT_Z);Ogre::Entity* entGround = 
mSceneMgr->createEntity("GroundEntity", "ground");
>>> 
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);entGround->setMaterialName("Examples/Rockwall");
>>> entGround->setCastShadows(false);
>>>
>>>
>>>  Thanks,
>>>
>>>  Alex
>>>
>>
>>
>>
>>  --
>> -------------------------------
>> oben Balken, unten Balken !
>> -------------------------------
>>
>>
>> -- http://sigill.org
>>
>>
>

Re: [entityx] Ogre3d with EntityX

From:
Alec Thomas
Date:
2014-10-27 @ 00:57

On Monday, 27 October 2014 at 2:04 am, Alexander Chaliovski wrote:

> Awesome ! How big is the performance penalty ?

Here are the stock benchmarks. You probably want the 1st and 3rd:

creating 10000000 entities
0.469057 seconds elapsed

destroying 10000000 entities
0.819893 seconds elapsed

creating 10000000 entities while notifying a single EntityCreatedEvent listener
0.724141 seconds elapsed

destroying 10000000 entities while notifying a single EntityDestroyedEvent
listener
0.864686 seconds elapsed

iterating over 10000000 entities, unpacking one component
0.084968 seconds elapsed

iterating over 10000000 entities, unpacking two components
0.183613 seconds elapsed  
>  
>  
> On Sun, Oct 26, 2014 at 1:51 PM, Guillaume Libersat 
<glibersat@sigill.org (mailto:glibersat@sigill.org)> wrote:
> > Hi Alexander,
> >  
> > Here's how I did it with Ogre3D. When I add a Mesh Component, a 
RenderSystem catches the ComponentAddedEvent to create the resources on 
the Ogre side.
> >  
> > /*
> >  * Catch new Mesh components to load resources on the Ogre side.
> >  */
> > void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
> >   entityx::ptr<Mesh> mesh = event.component;
> >   entityx::Entity entity = event.entity;
> >   entityx::ptr<Transform> transform = entity.component<Transform>();
> >  
> >   mLogger.debugStream() << "Loading mesh..." << mesh->path;
> >  
> >   if ( mesh->name == "" )
> >     mesh->entity = mSceneMgr->createEntity(mesh->path);
> >   else
> >     mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);
> >  
> >   mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
> >  
> >   // Sync with Ogre internal data
> >   mesh->node->setPosition(transform->position);
> >   mesh->node->setScale(transform->scale);
> >   mesh->node->setOrientation(transform->orientation);
> >  
> >   mesh->node->attachObject(mesh->entity);
> > }
> >  
> > Hope this helps!
> >  
> > Guillaume
> >  
> > Le 26/10/2014 11:57, Dennis Bühring a écrit :
> > > I've used entityx with Lightfeather 3d Engine (few years back forked
from Irrlicht 3d).  
> > >  
> > > have a look at my pet project, maybe it will help you.. (I'm just a 
hobbyist, so dont expect high quality code ;) )  
> > >  
> > > https://github.com/erSitzt/gravity
> > >  
> > >  
> > > 2014-10-24 10:53 GMT+02:00 Alexander Chaliovski 
<sabotage3d@gmail.com (mailto:sabotage3d@gmail.com)>:
> > > > Hello ,
> > > >  
> > > > I am trying to create my game around EntityX and Ogre3d. Have 
anyone did something similar, maybe with another engine, if you can share 
you thoughts.  
> > > > Let say for example I have this to create a simple mesh in Ogre 
what would be the best design to approach this using EntityX.  
> > > >  
> > > > For example if I have this code how would that wrap with EntityX ?
> > > > Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, 1500, 
1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z); Ogre::Entity* 
entGround = mSceneMgr->createEntity("GroundEntity", "ground"); 
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
entGround->setMaterialName("Examples/Rockwall"); 
entGround->setCastShadows(false);  
> > > > Thanks,
> > > >  
> > > > Alex  
> > >  
> > >  
> > > --  
> > > -------------------------------
> > > oben Balken, unten Balken !
> > > -------------------------------  
> > -- http://sigill.org  

Re: [entityx] Ogre3d with EntityX

From:
Guillaume Libersat
Date:
2014-10-27 @ 09:49
I haven't benchmarked the app but I do not think there is an (big)
overhead, especially since it only adds messages during loading and
resource creation. Once everything is loaded, you just have a different
loop running (handled by EntityX) but it's quite close to what the
standard Ogre loop does.

Guillaume

Le 26/10/2014 16:04, Alexander Chaliovski a écrit :
> Awesome ! How big is the performance penalty ?
>
> On Sun, Oct 26, 2014 at 1:51 PM, Guillaume Libersat
> <glibersat@sigill.org <mailto:glibersat@sigill.org>> wrote:
>
>     Hi Alexander,
>
>     Here's how I did it with Ogre3D. When I add a Mesh Component, a
>     RenderSystem catches the ComponentAddedEvent to create the
>     resources on the Ogre side.
>
>     /*
>      * Catch new Mesh components to load resources on the Ogre side.
>      */
>     void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
>       entityx::ptr<Mesh> mesh = event.component;
>       entityx::Entity entity = event.entity;
>       entityx::ptr<Transform> transform = entity.component<Transform>();
>
>       mLogger.debugStream() << "Loading mesh..." << mesh->path;
>
>       if ( mesh->name == "" )
>         mesh->entity = mSceneMgr->createEntity(mesh->path);
>       else
>         mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);
>
>       mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
>
>       // Sync with Ogre internal data
>       mesh->node->setPosition(transform->position);
>       mesh->node->setScale(transform->scale);
>       mesh->node->setOrientation(transform->orientation);
>
>       mesh->node->attachObject(mesh->entity);
>     }
>
>     Hope this helps!
>
>     Guillaume
>
>     Le 26/10/2014 11:57, Dennis Bühring a écrit :
>>     I've used entityx with Lightfeather 3d Engine (few years back
>>     forked from Irrlicht 3d).
>>
>>     have a look at my pet project, maybe it will help you.. (I'm just
>>     a hobbyist, so dont expect high quality code ;) )
>>
>>     https://github.com/erSitzt/gravity
>>
>>
>>     2014-10-24 10:53 GMT+02:00 Alexander Chaliovski
>>     <sabotage3d@gmail.com <mailto:sabotage3d@gmail.com>>:
>>
>>         Hello ,
>>
>>         I am trying to create my game around EntityX and Ogre3d. Have
>>         anyone did something similar, maybe with another engine, if
>>         you can share you thoughts. 
>>         Let say for example I have this to create a simple mesh in
>>         Ogre what would be the best design to approach this using
>>         EntityX. 
>>
>>         For example if I have this code how would that wrap with
>>         EntityX ?
>>
>>         Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>>             plane, 1500, 1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z);
>>         Ogre::Entity* entGround = 
mSceneMgr->createEntity("GroundEntity", "ground");
>>         
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
>>         entGround->setMaterialName("Examples/Rockwall");
>>         entGround->setCastShadows(false);
>>
>>
>>         Thanks,
>>
>>         Alex
>>
>>
>>
>>
>>     -- 
>>     -------------------------------
>>     oben Balken, unten Balken !
>>     -------------------------------
>
>     -- 
>     http://sigill.org
>
>

-- 
http://sigill.org

Re: [entityx] Ogre3d with EntityX

From:
Alexander Chaliovski
Date:
2014-10-27 @ 10:10
Thanks a lot for the help.
As Ogre3D is structured in a different way that would mean I have to have
helper classes to get and set the same data as EntityX.
I am evaluating Urho3d as well as I am not sure how big is the hassle is to
incorporate EntityX with Ogre3D + Bullet Physics + GUI .
Guillaume do you happen to have a sample app or a few more samples just to
get the grasp.



On Mon, Oct 27, 2014 at 9:49 AM, Guillaume Libersat <glibersat@sigill.org>
wrote:

>  I haven't benchmarked the app but I do not think there is an (big)
> overhead, especially since it only adds messages during loading and
> resource creation. Once everything is loaded, you just have a different
> loop running (handled by EntityX) but it's quite close to what the standard
> Ogre loop does.
>
> Guillaume
>
> Le 26/10/2014 16:04, Alexander Chaliovski a écrit :
>
> Awesome ! How big is the performance penalty ?
>
> On Sun, Oct 26, 2014 at 1:51 PM, Guillaume Libersat <glibersat@sigill.org>
> wrote:
>
>>  Hi Alexander,
>>
>> Here's how I did it with Ogre3D. When I add a Mesh Component, a
>> RenderSystem catches the ComponentAddedEvent to create the resources on the
>> Ogre side.
>>
>> /*
>>  * Catch new Mesh components to load resources on the Ogre side.
>>  */
>> void RenderSystem::receive(const ComponentAddedEvent<Mesh> &event) {
>>   entityx::ptr<Mesh> mesh = event.component;
>>   entityx::Entity entity = event.entity;
>>   entityx::ptr<Transform> transform = entity.component<Transform>();
>>
>>   mLogger.debugStream() << "Loading mesh..." << mesh->path;
>>
>>   if ( mesh->name == "" )
>>     mesh->entity = mSceneMgr->createEntity(mesh->path);
>>   else
>>     mesh->entity = mSceneMgr->createEntity(mesh->name, mesh->path);
>>
>>   mesh->node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
>>
>>   // Sync with Ogre internal data
>>   mesh->node->setPosition(transform->position);
>>   mesh->node->setScale(transform->scale);
>>   mesh->node->setOrientation(transform->orientation);
>>
>>   mesh->node->attachObject(mesh->entity);
>> }
>>
>> Hope this helps!
>>
>> Guillaume
>>
>> Le 26/10/2014 11:57, Dennis Bühring a écrit :
>>
>> I've used entityx with Lightfeather 3d Engine (few years back forked from
>> Irrlicht 3d).
>>
>>  have a look at my pet project, maybe it will help you.. (I'm just a
>> hobbyist, so dont expect high quality code ;) )
>>
>>  https://github.com/erSitzt/gravity
>>
>>
>> 2014-10-24 10:53 GMT+02:00 Alexander Chaliovski <sabotage3d@gmail.com>:
>>
>>>   Hello ,
>>>
>>>  I am trying to create my game around EntityX and Ogre3d. Have anyone
>>> did something similar, maybe with another engine, if you can share you
>>> thoughts.
>>>  Let say for example I have this to create a simple mesh in Ogre what
>>> would be the best design to approach this using EntityX.
>>>
>>>  For example if I have this code how would that wrap with EntityX ?
>>>
>>> Ogre::MeshManager::getSingleton().createPlane("ground", 
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
>>>     plane, 1500, 1500, 20, 20, true, 1, 5, 5, 
Ogre::Vector3::UNIT_Z);Ogre::Entity* entGround = 
mSceneMgr->createEntity("GroundEntity", "ground");
>>> 
mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);entGround->setMaterialName("Examples/Rockwall");
>>> entGround->setCastShadows(false);
>>>
>>>
>>>  Thanks,
>>>
>>>  Alex
>>>
>>
>>
>>
>>  --
>> -------------------------------
>> oben Balken, unten Balken !
>> -------------------------------
>>
>>
>>   -- http://sigill.org
>>
>>
>
> -- http://sigill.org
>
>