History: Main Page V2
Source of version: 14 (current)
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''__Ogre-next 2.1__'', '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.
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{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
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{DIV(type="div",class="bigBold")}__About OGRE-next__{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)) - Frequently asked questions (FAQ) around Ogre 2.1
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