Development:Ogre
Development |
As the rendering backend the OGRE 3D Open Source Graphic engine is currently being implemented. Discussion and advances are posted in this forum thread.
What Will Change With OGRE?
For Artists
- Vertex and Fragment Programs (Shaders)
- both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.
- A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render propperly on older hardware) is not an easy task... but you will be able to define your own if you need to.
- Textures
- support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC). Textures can be provided and updated in realtime by plugins, for example a video feed - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.
- Meshes
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- Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D
- Skeletal animation, including blending of multiple animations, variable bone weight skinning, and hardware-accelerated skinning
- Biquadric Bezier patches for curved surfaces
- Progressive meshes (LOD)
- Special Effects
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- Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance
- Support for skyboxes, skyplanes and skydomes
- Misc features
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- loading from archives (ZIP, PK3)
For Coders
FIXME
Links
complete feature list of Ogre