OGRE Wiki
Support and community documentation for Ogre3D
Ogre Forums
ogre3d.org
Log in
Username:
Password:
CapsLock is on.
Remember me (for 1 year)
Log in
Home
Tutorials
Tutorials Home
Basic Tutorials
Intermediate Tutorials
Mad Marx Tutorials
In Depth Tutorials
Older Tutorials
External Tutorials
Cookbook
Cookbook Home
CodeBank
Snippets
Experiences
Ogre Articles
Libraries
Libraries Home
Alternative Languages
Assembling A Toolset
Development Tools
OGRE Libraries
List of Libraries
Tools
Tools Home
DCC Tools
DCC Tutorials
DCC Articles
DCC Resources
Assembling a production pipeline
Development
Development Home
Roadmap
Building Ogre
Installing the Ogre SDK
Setting Up An Application
Ogre Wiki Tutorial Framework
Frequently Asked Questions
Google Summer Of Code
Help Requested
Ogre Core Articles
Community
Community Home
Projects Using Ogre
Recommended Reading
Contractors
Wiki
Immediate Wiki Tasklist
Wiki Ideas
Wiki Guidelines
Article Writing Guidelines
Wiki Styles
Wiki Page Tracker
Ogre Wiki Help
Ogre Wiki Help Overview
Help - Basic Syntax
Help - Images
Help - Pages and Structures
Help - Wiki Plugins
Toolbox
Freetags
Categories
List Pages
Structures
Trackers
Statistics
Rankings
List Galleries
Ogre Lexicon
Comments
History: Main Page V2
View page
Source of version: 12
(current)
{DIV(class="Bloody_box1")} From version ''__Ogre 2.1__'', Ogre 'breaks' with its legacy and starts moving forward, supporting the newest render systems D3D11 or GL3+ and Metal (and is prepared for Vulkan and D3D12). In addition, it supports cutting edge rendering techniques such as Physically Based Shaders (PBS), Instant Radiosity, Parallax Corrected Cubemaps, Screen Space Reflection (SSR), Forward Clustered Shading and Hybrid Rendering (Deferred + Forward). Ogre V2 is also capable of rendering high-quality shadows using Exponential Shadow Maps (ESM). This is also the trigger to start with a new homepage, dedicated to all development from Ogre versions ''__Ogre V2.1__'' and beyond. For a general comparison of current Ogre versions, see the "[http://www.ogre3d.org/about/what-version-to-choose|What version to choose]" page. {DIV} --- {CUT()} {TRANSCLUDE(page=Layout_div2, img=5)} {DIV(type="div",class="bigBold")}__Getting OGRE__{DIV} * ((Building Ogre V2|Building Ogre)) - For those experienced with C++ development * ((Setting Up An Application V2|Setting Up Your Application)) - Building your first application {TRANSCLUDE} --- {TRANSCLUDE(page=Layout_div5, img=3)} {DIV(type="div",class="bigBold")}__About OGRE V2__{DIV} * ((HLMS Materials)) - Describes High Level Material System and Materials * [https://trello.com/b/59pirbgD/ogre-2-1] - Roadmap of Ogre V2 * [https://bitbucket.org/sinbad/ogre/src/c03d006c03f217e879cbdd6ea4cc377c4d4f7ba4/Docs/2.0/Ogre%202.0%20Porting%20Manual%20DRAFT.odt?at=v2-1&fileviewer=file-view-default|Docs/2.0/Ogre 2.0 Porting Manual DRAFT.odt] - Manual * ((Ogre 2.1 FAQ|Ogre 2.1 FAQ)) - Frequently asked questions (FAQ) around Ogre 2.1 {TRANSCLUDE} {CUT} ---
Search by Tags
Search Wiki by Freetags
Latest Changes
Random Particle Texture (HLSL)
Explosion
Using SDL Input
MovableText
-GLSL
HLSL
User:Nauk
Architecture and Design in Games
Terrain Howto
Intermediate Tutorial 4
...more
Search
Find
Advanced
Search Help
Online Users
101 online users