
I create this project to deal with ogre script related staff.

 You can get tutorial at tutorial/tutorial.txt.

 Ose can do following thins for now, ther are all realtime:

  1. edit particle, particle, program(hlsl only)
  2. light manage
  3. attatch particle system to bone(you can still edit particle system after attatching)
  4. export scene, load scene (which must be exported by ose)
  
 Ose is open source, you gan get source code from https://bitbucket.org/peanutandchestnut/ogrescripteditor.


There are serval things you should know before you use it:

 1. Ose is based on command line, you can find cmd manual by execute   

        man cmdName

	  You can get basic manual if you execute man man.

 2. I use my own script serializer (which of course consult MaterialSerializer).
    In ose, all shader program will be saved in a seperated .program file.
	  If you use a existing .material file with program defined in it, you will lost it, be very careful.
	  If that happen, you can find your original file in bak.

 3. I havn't implement undo , redo.
    I bakup for every script file before it's replaced. For example, you can find your .scene bak
	  in data/scene/bak.
 
 4. You can not change script file resides in zip. If you accidently did, a new material file will be
    add to data\media\materials\scripts, this might cause problem. Be careful with it.
  
  Most particle examples are copyed from particle editor http://www.ogre3d.org/forums/viewtopic.php?f=1&t=8535.
  Most shader examples i leanded from  http://www.ogre3d.org/tikiwiki/tiki-index.php?page=JaJDoo+Shader+Guide&structure=Cookbook.

