History: Ogre 2.1 FAQ
Source of version: 3
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!! Is Ogre 2.1 stable?
I am biased because I am one of the developers, but here's my answer:
Yes, it is stable. It rarely crashes, rarely leaks (no more, no less than other stable software).
However being still in development there is the occasional build-breaking change that usually takes 10-20 minutes of your dev time to adapt your code. There aren't huge/major changes anymore.
We've found the most common problem about working with Ogre 2.1 is the lack of up to date Wiki examples and plugins (e.g. CEGUI, etc) instead of stability. Some community users have ported existing plugins to 2.1; but I don't know their quality (does not mean they're bad!).
If you're not convinced, here's three projects:
*[https://steamcommunity.com/app/346610|Racecraft] ([http://playracecraft.com/racecraft/|Official Site])
*xrgo's user is working on a commercial non-gaming VR project (no pictures).
*[http://www.ogre3d.org/forums/viewtopic.php?f=11&t=88577|Unnamed Wild West shooter].
!! Is Ogre 2.1 too different from 1.x? What changes do I expect?
TBD
!! Is there a manual?
TBD
!! Are there sample code / examples?
TBD
!! Is there Android Support?
See What about GLES support?
!! What about GLES support?
The plan is to eventually fix the now-broken GLES2 renderer, supporting both GLES2 and 3. However the idea for GLES2 is to support it for compatibility since it's a very retarded API but sadly present in millions of Android devices that isn't suited for high performance. So the focus will be more about compatibility and stability rather than performance (it should be faster than it was in Ogre 1.x anyway). There may be other limitations I can't predict yet.
With GLES3, it should be much easier to run performance oriented mobile applications.
!! What about WebGL support?
Once GLES2 is ready, WebGL should be a piece of cake because it's 99% similar to GLES2.
!! What about D3D9 support?
There is no plan to support D3D9. It might be possible for someone to revive it by reusing whatever workarounds we'll write for GLES2 to run with Ogre 2.1.
But most of the team isn't thrilled about D3D9 anymore, only Assaf still cares.
Though until GLES2 isn't ready, I'd hold D3D9 support.
!! What about D3D11 level 9.x support?
It's not a priority. Again, it may get easier to support it using the same paths we'll write for GLES2. But D3D11 level 9.x is a special snowflake very hard to deal with (it imposes stupid restrictions HW didn't have, it doesn't map well to GLES2 nor D3D9. Things would've been much easier if level 9.2 == Shader Model 2.x; level 9.3 == Shader Model 3.0; but no... they mixed things and got the worst of all worlds).
The hopes really is that by the time we reach to this point, level 9.x hardware support would become irrelevant.
!! What about iOS support?
For older iOS devices, support is tied to GLES' rendersystem.
For newer iOS devices, we're currently working on a Metal RenderSystem.
!! What about OS X support?
Once the Metal RenderSystem is ready, OS X should in theory be supported as well. For older Macs that do not support Metal, Ogre supporting GLES3 is their last hope. We do not know how well that will work until that's done.