OGRE

Software Screenshot:
OGRE
Software Details:
Version: 1.9.0
Upload Date: 20 Feb 15
Developer: Steve Streeting
Distribution Type: Freeware
Downloads: 64

Rating: 3.0/5 (Total Votes: 2)

OGRE (Object-Oriented Graphics Rendering Engine) is an open source, free, flexible, and scene-oriented 3D graphics engine written in C++ and designed to help developers produce rich applications that use hardware-accelerated 3D graphics.

OGRE is a library software, a SDK (Software Development Kit) that features a simple and easy-to-use Object-Oriented interface that can be used to easily render 3D scenes.

It provides support for OpenGL and Direct3D, support for Material and Shader effects, support for vertex and fragment programs, as well as support for multiple platforms, including Linux, Microsoft Windows and Mac OS X.

What is new in this release:

  • Core Improvements:
  • OgreMain
  • Extract the overlays from OgreMain and transform it into a own overlay component
  • Progressive Mesh improvements and new Mesh LOD sample.
  • Loads of documentation updates
  • Added Mesh::mergeAdjacentTexcoords to collapse two adjacent texcoords into one (i.e. float2 texcoord0 & float2 texcoord1 become float4 texcoord0)
  • According to the documentation, the default SceneManager ambient light should be black, which is wasn't though.
  • SceneManager: updateSceneGraph should happen BEFORE prepareShadowTextures.
  • AtomicScalar operators should be returning their value. Only affects using GCC or Clang.
  • New class ProgressiveMeshGenerator to degenerate mesh detail at runtime.
  • Bug fix for Sphere::merge. Inaccurate results can occur if one sphere does not fully encompass the other.
  • New LOD strategies 'distance_box' and 'screen_ratio_pixel_count'. Details, see Ogre Manual.
  • SharedPtr moved to use atomics (related API change see below in the porting notes).
  • SubMesh has a new method: clone(const String& newName, Mesh *parentMesh) to perform deep copies of SubMesh objects. The second parameter is optional and can be used to reparent a SubMesh.
  • Removed Configfile::load(const String& filename, const String& resourceGroup, const String& separators, bool trimWhitespace) because it can easily be ambiguous. If you wish to load from a resource group, use the existing function loadFromResourceSystem. The arguments are identical to the removed function. See OGRE-175.
  • New Volume Rendering component with LOD. See GSoC 2012 Volume Rendering
  • Many Terrain improvements.See GSoC 2012 Terrain Improvements
  • RTSS
  • Changed error handling of RTSS sub-render state parameter creation. Sub-render state now throws exception on errors
  • Added 2 new demo samples: multiple lights and textured fog
  • CgProgramManager
  • Added support for high-level output profiles glslv/glslf/glslg and hlslv/hlslf (glslg not fully working yet)
  • Platform Support:
  • Android Port
  • Remove eclipse based android port
  • CMake based build support
  • Create find Ant / NDK packages (currently Ant and the NDK must be in the global path)
  • Generate android make files for the sample browser
  • Use android tool chain to compile OGRE as static lib
  • Cleanup RTSS (Remove OgreStringSerialiser)
  • Improve platform integration
  • Add Android log listener into OgreRoot
  • Disable Filesystem- / Zip- / EmbeddedZip- Archives on android
  • Resource system improvements
  • OgreAPKFileSystemArchive to handle file access inside the APK
  • OgreAPKZipArchive so we can handle zip files inside the APK (APK is also compressed using zip)
  • Improve EGL support
  • Create concrete subclasses of EGL-Support/Window/Context
  • Handle context creation / configs inside OGRE
  • Resource recreation / Handle it like DX device lost / restore
  • Add managed resource class which every resource derive from (only active on Android - handled via macros)
  • Recreation of Texture, Shader, HardwareVertexBuffer
  • ETC1 texture codec
  • PKM support
  • Sample browser
  • Add touch input support
  • Build a APK file via CMake command line
  • Add rotation support
  • Fix / Enable more samples
  • Compositor not working
  • Improve CPU/ vendor detection
  • Add how to build it on Linux / OSX / Win32
  • Provide pre-compiled dependencies
  • Fix our dependencies so the can compile against the android tool chain
  • Windows Metro style application (WinRT)
  • Add support as a new platform (named WinRT).
  • Create a WinRT project for the sample browser.
  • Create a how to compile file.
  • Get all existing samples to work with the D3D11 render system.
  • Multi monitor\device support.
  • Windows Phone 8 port.
  • OS X
  • Add a helper function to get a sandbox friendly temp file name for iOS and OS X.
  • Other fixes to file handling in response to App Store rules.
  • Support for building with libc++ on OS X.
  • Proper example of DisplayLink usage in the SampleBrowser.
  • Plugins and components are now built as frameworks.
  • Add escape key as a shortcut for Cancel. Fix crash when hitting cancel as well.
  • RenderSystems:
  • DirectX 11
  • Improvements from GSoC project.
  • Add tessellation shaders support.
  • Add tessellation sample.
  • Add dynamic linking support.
  • DirectX 9Ex support
  • Added OpenGL 3+ RenderSystem. Still marked as experimental and under heavy development.
  • OpenGL ES
  • GLES 2 terrain support.
  • OpenGL ES state and uniform caches.
  • Rewrote PVRTC codec, adding cube map, 3D and mipmap support. Only files created with PVRTexTool are supported now, not Apple's texturetool utility.
  • Experimental OpenGL ES 3.0 support.
  • GL RenderSystem
  • GLEW updated to 1.9.0.
  • Remove restriction that all GLSL programs have the same matrix order when linking.
  • Numerous other bug fixes, documentation fixes and updates and general code improvements.

What is new in version 1.6.5:

  • If Mesh::buildTangentVectors is called and causes vertex splits, and mesh had pose animation, make sure we fix up the poses too.
  • Change 0 -> NULL in Dx9 Present() call, user reported issue on Intel G33/G31 GPU allegedly resolved by this (illogical, but does no harm)
  • Fix a crash when trying to render a line list with stencil shadows enabled
  • Deal with Dx9 device lost for hardware occlusion queries better
  • Fix problem in OpenGL when mixing anisotropy levels in different texture units on the same pass
  • Fix Win x64 RTC issues with timer
  • Fix bug in HLSL with 3x4 matrix arrays
  • Culling fixes for InstancedGeometry
  • Prevent GLX ConfigDialog from creating empty dropdown elements which cause a crash when clicked on.
  • Fix straggling texture unit state bug with multiple contexts in GL.
  • PF_L8 is not likely to be a valid render target format on many cards, use PF_X8R8G8B8 as is the default for non-depth shadows.
  • Documentation updates

Requirements:

  • SDL
  • FreeType2
  • DevIL
  • ZZIPlib
  • pkg-config

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