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Copy file name to clipboardExpand all lines: README.md
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Build | Status
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-- | --
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Test coverage | [](https://codecov.io/gh/gazebosim/gz-rendering/tree/main)
Windows | [](https://build.osrfoundation.org/job/gz_rendering-main-clowin)
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Test coverage | [](https://codecov.io/gh/gazebosim/gz-rendering/tree/gz-rendering10)
Windows | [](https://build.osrfoundation.org/job/gz_rendering-10-cnlwin)
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Gazebo Rendering is a C++ library designed to provide an abstraction
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for different rendering engines. It offers unified APIs for creating
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# Install
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See the [installation tutorial](https://gazebosim.org/api/rendering/9/installation.html).
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See the [installation tutorial](https://gazebosim.org/api/rendering/10/installation.html).
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# Usage
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The Gazebo Rendering API can be found in the documentation. See the
Copy file name to clipboardExpand all lines: tutorials/03_rendering_plugins.md
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### How to Write Your Own Rendering Engine Plugin
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A mocked example of a custom rendering engine plugin can be found [here](https://github.com/gazebosim/gz-rendering/tree/main/examples/hello_world_plugin). In order
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A mocked example of a custom rendering engine plugin can be found [here](https://github.com/gazebosim/gz-rendering/tree/gz-rendering10/examples/hello_world_plugin). In order
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to make your own custom rendering engine, this example is a good starting point. There are a few key things which will need to be done in order for a custom rendering engine to function:
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* A singleton Render Engine class which implements the pure virtual functions in [`gz::rendering::BaseRenderEngine`](https://github.com/gazebosim/gz-rendering/blob/main/include/gz/rendering/base/BaseRenderEngine.hh).
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* A plugin class which implements the pure virtual functions in [`gz::rendering::RenderEnginePlugin`](https://github.com/gazebosim/gz-rendering/blob/main/include/gz/rendering/RenderEnginePlugin.hh)
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* Registering the plugin, this line can be seen at the bottom of the [`HelloWorldPlugin`](https://github.com/gazebosim/gz-rendering/tree/main/examples/hello_world_plugin/HelloWorldPlugin.cc) example
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* A singleton Render Engine class which implements the pure virtual functions in [`gz::rendering::BaseRenderEngine`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/include/gz/rendering/base/BaseRenderEngine.hh).
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* A plugin class which implements the pure virtual functions in [`gz::rendering::RenderEnginePlugin`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/include/gz/rendering/RenderEnginePlugin.hh)
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* Registering the plugin, this line can be seen at the bottom of the [`HelloWorldPlugin`](https://github.com/gazebosim/gz-rendering/tree/gz-rendering10/examples/hello_world_plugin/HelloWorldPlugin.cc) example
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Finally, for your custom rendering engine to actually have any functionality and at minimum, display something in a window, you will need to implement your own `Scene` and `Camera` classes, which inherit from and implement the pure virtual functions of [`gz::rendering::Scene`](https://github.com/gazebosim/gz-rendering/blob/main/include/gz/rendering/Scene.hh) and [`gz::rendering::Camera`](https://github.com/gazebosim/gz-rendering/blob/main/include/gz/rendering/Camera.hh), respectively. The mocked example simply returns `nullptr` for its `CreateSceneImpl(...)` function, so it may be useful to look at the current `Scene` implementations for the other rendering engines within `gz::rendering` such as [`OGRE`](https://github.com/gazebosim/gz-rendering/blob/main/ogre/src/OgreScene.cc) or [`OGRE2`](https://github.com/gazebosim/gz-rendering/blob/main/ogre2/src/Ogre2Scene.cc). Likewise, it may be helpful to look at the `Camera` implementations from [`OGRE`](https://github.com/gazebosim/gz-rendering/blob/main/ogre/src/OgreCamera.cc) and [`OGRE2`](https://github.com/gazebosim/gz-rendering/blob/main/ogre2/src/Ogre2Camera.cc)
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Finally, for your custom rendering engine to actually have any functionality and at minimum, display something in a window, you will need to implement your own `Scene` and `Camera` classes, which inherit from and implement the pure virtual functions of [`gz::rendering::Scene`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/include/gz/rendering/Scene.hh) and [`gz::rendering::Camera`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/include/gz/rendering/Camera.hh), respectively. The mocked example simply returns `nullptr` for its `CreateSceneImpl(...)` function, so it may be useful to look at the current `Scene` implementations for the other rendering engines within `gz::rendering` such as [`OGRE`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/ogre/src/OgreScene.cc) or [`OGRE2`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/ogre2/src/Ogre2Scene.cc). Likewise, it may be helpful to look at the `Camera` implementations from [`OGRE`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/ogre/src/OgreCamera.cc) and [`OGRE2`](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/ogre2/src/Ogre2Camera.cc)
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### Building and Running Your Rendering Engine Plugin with Gazebo
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Once you have your own rendering plugin written, you can build it similarly to how the example is built. It may be helpful to look at the [`CMakeLists.txt`](https://github.com/gazebosim/gz-rendering/tree/main/examples/hello_world_plugin) from the example as it contains the boilerplate code needed to get a custom rendering engine plugin built.
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Once you have your own rendering plugin written, you can build it similarly to how the example is built. It may be helpful to look at the [`CMakeLists.txt`](https://github.com/gazebosim/gz-rendering/tree/gz-rendering10/examples/hello_world_plugin) from the example as it contains the boilerplate code needed to get a custom rendering engine plugin built.
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After you have your plugin built, you will need to set the `GZ_SIM_RENDER_ENGINE_PATH` environment variable to the path in which your built shared library resides. Note that you will need to do this for every command line instance unless you add the line to your startup shell script (`.bashrc`, `.zshrc`, etc.).
Copy file name to clipboardExpand all lines: tutorials/23_depth_camera_tutorial.md
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@@ -82,7 +82,7 @@ depth camera to a memory reserved in a globally scoped `Image`.
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\snippet examples/depth_camera/GlutWindow.cc convert depth to image
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The other option is the [ConnectNewRgbPointCloud](https://github.com/gazebosim/gz-rendering/blob/main/include/gz/rendering/DepthCamera.hh#L58) call that receives colored point cloud data on callback.
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The other option is the [ConnectNewRgbPointCloud](https://github.com/gazebosim/gz-rendering/blob/gz-rendering10/include/gz/rendering/DepthCamera.hh#L58) call that receives colored point cloud data on callback.
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The reason for setting the camera image format to `PixelFormat::PF_FLOAT32_RGBA`
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is to ensure that when the `Image` is created it reserves a buffer of the
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