Difference between revisions of "Development:Ogre"
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: 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. | : 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. | ||
: For those not familiar with it, this includes support for the following standard modelling techniques: | : For those not familiar with it, this includes support for the following standard modelling techniques: | ||
− | : * Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques. | + | :* Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques. |
− | : * Ambient maps (useful for baked ambient occlusion). | + | :* Ambient maps (useful for baked ambient occlusion). |
− | : * Specular maps and shininess maps. | + | :* Specular maps and shininess maps. |
− | : * Glowmaps (already there, but won't be gone). | + | :* Glowmaps (already there, but won't be gone). |
− | : * Bump-mapping, Normal-mapping and a few other embossing techniques. | + | :* Bump-mapping, Normal-mapping and a few other embossing techniques. |
− | : * Bump-mapped environment mapping. | + | :* Bump-mapped environment mapping. |
: And... eventually, a few global rendering techniques: | : And... eventually, a few global rendering techniques: | ||
− | : * Stenciled shadows or shadow maps. | + | :* Stenciled shadows or shadow maps. |
− | : * Hight Dynamic Range rendering. | + | :* Hight Dynamic Range rendering. |
− | : * Render-to-target (for cockpit screens, mainly). | + | :* Render-to-target (for cockpit screens, mainly). |
: Naturally, though, not all of those features will be available initially, but are planned for inclusion. | : Naturally, though, not all of those features will be available initially, but are planned for inclusion. | ||
Revision as of 14:46, 10 November 2005
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.
- For those not familiar with it, this includes support for the following standard modelling techniques:
- Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.
- Ambient maps (useful for baked ambient occlusion).
- Specular maps and shininess maps.
- Glowmaps (already there, but won't be gone).
- Bump-mapping, Normal-mapping and a few other embossing techniques.
- Bump-mapped environment mapping.
- And... eventually, a few global rendering techniques:
- Stenciled shadows or shadow maps.
- Hight Dynamic Range rendering.
- Render-to-target (for cockpit screens, mainly).
- Naturally, though, not all of those features will be available initially, but are planned for inclusion.
- 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
-
- 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
-
- 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
-
- loading from archives (ZIP, PK3)
For Coders
FIXME
Links
complete feature list of Ogre