History: Hardware
Source of version: 10
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This page attempts to provide some more detail on the graphics hardware features Ogre requires, or can optionally use.
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Base requirement (independent of rendering API)
* ''NVidia'': Geforce2 or higher required, Geforce 4(non-mx) or higher recommended
* ''ATI'': Radeon 7500 or higher required, Radeon 9600 or higher recommended
SiS, Intel and S3 cards might or might not be supported.
Always use the latest drivers provided by your graphics card vendor! (unless a certain driver version is known to give problems)
!!OpenGL
An {LEX()}OpenGL{LEX} driver exposes a certain core version and a set of extensions. The {LEX()}OpenGL{LEX} core version defines the set of base capabilities, while the extensions supply external features that can be used by applications and games to improve graphical quality or increase performance.
To work at all, OGRE requires a base {LEX()}OpenGL{LEX} version of 1.2.1 . This is a very low requirement as everything from the Nvidia TNT(2?) series and the ATI radeon series is able to provide this (with the notable exception of 3D textures which are officially part of the GL 1.2 standard, and available on all Radeons, but not on NVidia cards until the Gf4Ti).
In addition to that, there is a long list of extensions that Ogre can and will use if they are available. These are the following:
GL core extensions
{DIV(class="Layout_box2")}
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_non_power_of_two
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ATI_fragment_shader
GL_ATI_texture_float
GL_EXT_secondary_color
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_NV_occlusion_query
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texture_compression_vtc
GL_NV_texture_shader
GL_NV_vertex_program
GL_SGIS_generate_mipmap{DIV}
Windows GL extensions
{DIV(class="Layout_box2")}
WGL_ARB_extensions_string
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_swap_control
WGL_EXT_extensions_string
{DIV}
''The detailed descriptions of these extensions can be found in the [http://www.opengl.org/registry/#arbextspecs|OpenGL registry].''
!!OpenGL ES
To work at all, OGRE requires a base ((OpenGL ES)) version of 1.1. As of this writing, the PowerVR MBX and SGX series of GPUs have been tested with great success.
OpenGL ES 2.0 is not yet supported.
In addition to standard features of OpenGL ES 1.1, there is a long list of extensions that Ogre can and will use if they are available. These are the following:
{DIV(class="Layout_box2")}
GL ES 1.1
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_blend_minmax
GL_IMG_read_format
GL_IMG_texture_compression_pvrtc
GL_OES_blend_subtract
GL_OES_blend_func_separate
GL_OES_blend_equation_separate
GL_OES_depth24
GL_OES_stencil8
GL_OES_packed_depth_stencil
GL_OES_framebuffer_object
GL_OES_mapbuffer
GL_OES_fbo_render_mipmap
GL_OES_texture_mirrored_repeat
{DIV}
''The detailed descriptions of these and other extensions can be found in the [http://www.khronos.org/registry/gles/|OpenGL ES registry].
!!GPU & Driver Support Databases
* A large database with cards, and the GL extensions and {LEX()}DirectX{LEX} capabilities they support in the current drivers can be found on Chris Dragan's [http://d3dcaps.chris.dragan.name/|Direct3D and OpenGL Device Capablities Database]
* A reference list of GL extensions and parameter settings in OS X - [http://developer.apple.com/graphicsimaging/opengl/capabilities/|Mac OS X OpenGL Capabilities]
* A handy tool for getting information about extensions as well as benchmarking and testing for support of extensions for Windows and Mac OS X is available from [http://www.realtech-vr.com/glview/|Realtech VR]