In your plugin use the following:
if (auto node = mpSceneManager->createNode(fileName).lock()){if (auto model = std::static_pointer_cast<ape::IFileGeometry>(mpSceneManager->createEntity(fileName, ape::Entity::GEOMETRY_FILE).lock())){model->setFileName(fileName);model->setParentNode(node);}}
Or you can use the SceneMakerMacro from ApertusVR:
mpSceneMakerMacro->makeModel("MyModel.mesh");
To use this feature you must include apeSceneMakerMacro.h in your plugin:
#include "macros/sceneMaker/apeSceneMakerMacro.h"
if (auto light = std::static_pointer_cast<ape::ILight>(mpSceneManager->createEntity("light", ape::Entity::LIGHT).lock())){light->setLightType(ape::Light::Type::DIRECTIONAL);light->setLightDirection(ape::Vector3(1, -1, 0));light->setDiffuseColor(ape::Color(0.6f, 0.6f, 0.6f));light->setSpecularColor(ape::Color(0.6f, 0.6f, 0.6f));}
To change the light type change the "DIRECTIONAL" keyword in the code just above.Light types provided by ApertusVR and Ogre:
SPOT, DIRECTIONAL, POINT
To change the skybox ,you can alter the SkyPostprocess files in ..\ApertusVR\plugins\ogre21Render\media\apeSky, this way the skybox image can be changed by editing the SkyPostprocess.material file:
Open SkyPostprocess.material.
Change "texture Teide.dds cubic gamma" to "texture MySkyBox.dds cubic gamma".
Save and close the file.
Copy MySkyBox.dds to ..\ApertusVR\plugins\ogre21Render\media\apeSky.
To create your own valid .mesh file, you can use the HLMS Editor. It is a HLMS material editor for Ogre. You can find further informations about HLMS Editor here. When finished do not forget to copy the .mesh file and all its resources to a resource folder like ..\ApertusVR\plugins\ogre21Render\media\modelsV2.