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History: Hardware

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            This page attempts to provide some more detail on the graphics hardware features Ogre requires, or can optionally use.

{maketoc}

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]

        

History

Information Version
Wed 10 of Jun, 2015 19:39 GMT-0000 dark_sylinc 16
Mon 02 of Mar, 2015 05:30 GMT-0000 masterfalcon 15
Sun 01 of Mar, 2015 20:18 GMT-0000 wolfmanfx 14
Wed 18 of Feb, 2015 22:08 GMT-0000 dark_sylinc 13
Wed 18 of Feb, 2015 22:06 GMT-0000 dark_sylinc 12
Wed 18 of Feb, 2015 22:05 GMT-0000 dark_sylinc 11
Sun 16 of May, 2010 20:57 GMT-0000 jacmoe 10
Sun 16 of May, 2010 20:57 GMT-0000 jacmoe 9
Thu 13 of May, 2010 21:43 GMT-0000 jacmoe 8
Sun 10 of Jan, 2010 01:36 GMT-0000 jacmoe 7
Thu 31 of Dec, 2009 16:17 GMT-0000 jacmoe 6
Thu 31 of Dec, 2009 16:16 GMT-0000 jacmoe 5
Thu 31 of Dec, 2009 16:14 GMT-0000 jacmoe 4
Tue 29 of Dec, 2009 09:35 GMT-0000 jacmoe 3
Sun 06 of Dec, 2009 14:00 GMT-0000 jacmoe 2
Tue 06 of Oct, 2009 09:26 GMT-0000 Spacegaier /* OpenGL */ 1