//-----------------------------------------------------------------------
	void EntityRenderer::_rotateTexture(VisualParticle* particle, Ogre::Entity* entity)
	{
		Ogre::TextureUnitState::EffectMap::const_iterator it;
		// Get the material and rotate it
		unsigned int numberOfSubEntities = entity->getNumSubEntities();
		for (unsigned short u = 0; u < numberOfSubEntities; ++u)
		{
			Ogre::MaterialPtr material = entity->getSubEntity(u)->getMaterial();
			unsigned short numberOfTechniques = material->getNumTechniques();
			for (unsigned short v = 0; v < numberOfTechniques; ++v)
			{
				Ogre::Technique* technique = material->getTechnique(v);
				unsigned short numberOfPasses = technique->getNumPasses();
				for (unsigned short w = 0; w < numberOfPasses; ++w)
				{
					Ogre::Pass* pass = technique->getPass(w);
					unsigned short numberOfTextureUnitStates = pass->getNumTextureUnitStates();
					for (unsigned short x = 0; x < numberOfTextureUnitStates; ++x)
					{
						// Set the rotation if not already available.
						// This can only be done once! Changing the rotationspeed or removing the rotation
						// and resetting it doesn´t seem to work.
						Ogre::TextureUnitState* textureUnitState = pass->getTextureUnitState(x);
						it = textureUnitState->getEffects().find(Ogre::TextureUnitState::ET_ROTATE);
						if (it == textureUnitState->getEffects().end())
						{
							textureUnitState->setRotateAnimation((particle->zRotationSpeed.valueRadians()));
						}
					}
				}
			}
		}
	}
	//-----------------------------------------------------------------------
	void PrimitiveShapeSet::rotateTexture(Ogre::Real speed)
	{
		// Get the material and rotate it, assume the material is loaded already, otherwise skip.
		Ogre::MaterialPtr material = getMaterial();
		if (material.isNull())
			return;

		Ogre::TextureUnitState::EffectMap::const_iterator it;
		unsigned short numberOfTechniques = material->getNumTechniques();
		for (unsigned short u = 0; u < numberOfTechniques; ++u)
		{
			Ogre::Technique* technique = material->getTechnique(u);
			unsigned short numberOfPasses = technique->getNumPasses();
			for (unsigned short v = 0; v < numberOfPasses; ++v)
			{
				Ogre::Pass* pass = technique->getPass(v);
				unsigned short numberOfTextureUnitStates = pass->getNumTextureUnitStates();
				for (unsigned short w = 0; w < numberOfTextureUnitStates; ++w)
				{
					// Set the rotation if not already available.
					// This can only be done once! Changing the rotationspeed or removing the rotation
					// and resetting it doesn´t seem to work.
					Ogre::TextureUnitState* textureUnitState = pass->getTextureUnitState(w);
					it = textureUnitState->getEffects().find(Ogre::TextureUnitState::ET_ROTATE);
					if (it == textureUnitState->getEffects().end())
					{
						textureUnitState->setRotateAnimation(speed);
					}
				}
			}
		}
	}
  void  _makeScene()
  {
   mCamera->setNearClipDistance(1);
   mCamera->setFarClipDistance(1000);
   // Create the texture
   Ogre::TexturePtr texture = Ogre::TextureManager::getSingleton().createManual(
       "DynamicTexture", // name
       Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
       Ogre::TEX_TYPE_2D,      // type
       128, 128,         // width & height
       0,                // number of mipmaps
       Ogre::PF_BYTE_BGRA,     // pixel format
       Ogre::TU_DEFAULT);      // usage; should be TU_DYNAMIC_WRITE_ONLY_DISCARDABLE for
                         // textures updated very often (e.g. each frame)
    
   // Get the pixel buffer
   Ogre::HardwarePixelBufferSharedPtr pixelBuffer = texture->getBuffer();
    
   // Lock the pixel buffer and get a pixel box
   pixelBuffer->lock(Ogre::HardwareBuffer::HBL_NORMAL); // for best performance use HBL_DISCARD!
   const Ogre::PixelBox& pixelBox = pixelBuffer->getCurrentLock();
    
   Ogre::uint8* pDest = static_cast<Ogre::uint8*>(pixelBox.data);
    
   // Fill in some pixel data. This will give a semi-transparent blue,
   // but this is of course dependent on the chosen pixel format.
   for (size_t j = 0; j < 128; j++)
       for(size_t i = 0; i < 128; i++)
       {
        *pDest++ = 82  + (Ogre::Math::Sin(i) + Ogre::Math::Cos(j) * 10.5);
        *pDest++ = 45  + (Ogre::Math::Cos(i) + Ogre::Math::Sin(j) * 10.5);
        *pDest++ = 128 + (Ogre::Math::Tan(i) + Ogre::Math::Cos(j) * 10.5);
        *pDest++ = 255; // A
       }
    
   // Unlock the pixel buffer
   pixelBuffer->unlock();
    
   // Create a material using the texture
   Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(
       "DynamicTextureMaterial", // name
       Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    
   Ogre::TextureUnitState* tus = material->getTechnique(0)->getPass(0)->createTextureUnitState("DynamicTexture");
   tus->setScrollAnimation(0.005f, 0.0025f);
   tus->setRotateAnimation(0.009f);
   material->getTechnique(0)->getPass(0)->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
   
   Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0);
   
    Ogre::MeshManager::getSingleton().createPlane("ground", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
        plane, 1500, 1500, 1, 1, true, 1, 1, 1, Ogre::Vector3::UNIT_Z);
    
    Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", "ground");
    mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround);
    
    entGround->setMaterialName("DynamicTextureMaterial");
    entGround->setCastShadows(false);

   mCamera->setPosition(25,100,30);
   mCamera->lookAt(0,0,0);
  }