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Posted about 2 years ago by Pavel Rojtberg
Those of you who have been around Ogre for some time might remember that back in 2020, we conducted a survey about our user base. The results of which can be found here. For the Ogre 13 development cycle we would like to assess to correctly emphasize the development on the most used features. So for […]
Posted about 2 years ago by Matias Goldberg
As we mentioned last time, Ogre-Next 2.4 will be mostly focusing on maintenance and fixing code debt. Over a week we’ve fixed a lot of warnings. With default settings on Clang on Linux, there’s no errors (except on OgreMeshTool). But we haven’t taken a look at deprecated warnings yet. On Apple/XCode and MSVC there’s very […]
Posted over 2 years ago by Matias Goldberg
First of all, Merry Christmas to all those who celebrate it on behalf of the OGRE Team! (and if you don’t, have a nice day too!) Second, after a bit more than a year in development, Ogre-Next 2.3.0 is released! Magnificent work on Device Lost handling by Eugene Golushkov! Most games don’t care too much […]
Posted over 2 years ago by Matias Goldberg
These are maintenance releases. Little effort should be spent porting to these newer versions. About the 2.2.6 release For a full list of changes see the Github release Source and SDK is in the download page. About the 2.1.2 release For a full list of changes see the Github release Source and SDK is in […]
Posted over 2 years ago by Matias Goldberg
Note: This work is being sponsored by Open Source Robotics for the Ignition Project Ogre-Next offers a wide amount of Global Illumination solutions. Some better than others, but VCT (Voxel Cone Tracing) stands out for its high quality at an acceptable performance (on high end GPUs). However the main problem right now with our VCT […]
Posted over 2 years ago by Matias Goldberg
After the first round of candidates to decide on a name for Ogre-Next 2.3, we’ve got to the final round! Please cast your vote to decide the name for Ogre-Next 2.3 (and yes, an official release is coming soon!). Whichever wins will become the new name for Ogre-Next 2.3
Posted over 2 years ago by Pavel Rojtberg
The Vulkan RenderSystem backport from Ogre-next, now has landed in the master branch and will be available with Ogre 13.2. See the screenshot below for the SampleBrowser running on Vulkan The code was simplified during backporting, which shows by the size reduction from ~33k loc in Ogre-Next to ~9k loc that are now in Ogre. […]
Posted over 2 years ago by Pavel Rojtberg
We just tagged the Ogre 13 release, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.This release represents 2.5 years of work from various contributors when compared to the previous major 1.12 […]
Posted almost 3 years ago by Pavel Rojtberg
following the last post about what is going on around Ogre, here is another update. With the Ogre 1.12.12 release, mainly the usability of Ogre was improved with the following additions. Ogre 1.12.12 release The last 1.12 release had some serious regressions in D3D9 and GL1, therefore I scheduled one more release in the 1.12.x […]
Posted about 3 years ago by Pavel Rojtberg
Ogre 1.12.11 was just released. This is the last scheduled release for the 1.12 series and contains many bugfixes and new features. The smaller ones are: Gamepad Support in OgreBites Restructured GPU Program Script documentation Added ... [More] Camera::setSortMode to account for rendering 2D layers instead of 3D geometry (as with 2D games) The more notable new […] [Less]