[657] | 1 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> |
---|
| 2 | <HTML> |
---|
| 3 | <HEAD> |
---|
| 4 | <META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=windows-1252"> |
---|
| 5 | <TITLE>OGRE Features</TITLE> |
---|
| 6 | <META NAME="GENERATOR" CONTENT="OpenOffice.org 1.1.4 (Win32)"> |
---|
| 7 | <META NAME="CREATED" CONTENT="20050219;16535221"> |
---|
| 8 | <META NAME="CHANGED" CONTENT="20050219;16545414"> |
---|
| 9 | <link rel="stylesheet" type="text/css" href="../style.css"> |
---|
| 10 | |
---|
| 11 | </HEAD> |
---|
| 12 | <BODY LANG="en-US" TEXT="#ccffcc" LINK="#ffff00" BGCOLOR="#003300" DIR="LTR"> |
---|
| 13 | <P CLASS="header" ALIGN=CENTER>OGRE (Object-Oriented Graphics |
---|
| 14 | Rendering Engine)</P> |
---|
| 15 | <P CLASS="header" ALIGN=CENTER>Features</P> |
---|
| 16 | <P CLASS="header" ALIGN=CENTER><A HREF="http://www.ogre3d.org/">http://www.ogre3d.org</A></P> |
---|
| 17 | <TABLE WIDTH=100% BORDER=0 CELLPADDING=2 CELLSPACING=2> |
---|
| 18 | <TR> |
---|
| 19 | <TD BGCOLOR="#006600"> |
---|
| 20 | <P><FONT COLOR="#ffff33"><FONT SIZE=2><B>OGRE Features</B></FONT></FONT></P> |
---|
| 21 | </TD> |
---|
| 22 | </TR> |
---|
| 23 | <TR> |
---|
| 24 | <TD> |
---|
| 25 | <P> </P> |
---|
| 26 | <P CLASS="newsdate">Productivity features |
---|
| 27 | </P> |
---|
| 28 | <UL> |
---|
| 29 | <LI><P STYLE="margin-bottom: 0cm">Simple, easy to use OO |
---|
| 30 | interface designed to minimise the effort required to render 3D |
---|
| 31 | scenes, and to be independent of 3D implementation i.e. |
---|
| 32 | Direct3D/OpenGL. |
---|
| 33 | </P> |
---|
| 34 | <LI><P STYLE="margin-bottom: 0cm">Extensible example framework |
---|
| 35 | makes getting your application running is quick and simple |
---|
| 36 | </P> |
---|
| 37 | <LI><P STYLE="margin-bottom: 0cm">Common requirements like render |
---|
| 38 | state management, hierarchical culling, dealing with transparency |
---|
| 39 | are done for you automatically saving you valuable time |
---|
| 40 | </P> |
---|
| 41 | <LI><P>Clean, uncluttered design and full documentation of all |
---|
| 42 | engine classes |
---|
| 43 | </P> |
---|
| 44 | </UL> |
---|
| 45 | <P CLASS="newsdate">Platform & 3D API support</P> |
---|
| 46 | <UL> |
---|
| 47 | <LI><P STYLE="margin-bottom: 0cm">Direct3D and OpenGL support |
---|
| 48 | </P> |
---|
| 49 | <LI><P STYLE="margin-bottom: 0cm">Windows (all major versions), |
---|
| 50 | Linux and Mac OSX support |
---|
| 51 | </P> |
---|
| 52 | <LI><P STYLE="margin-bottom: 0cm">Builds on Visual C++ 6 (with |
---|
| 53 | STLport), Visual C++.Net 2002 (with STLport), Visual C++.Net 2003 |
---|
| 54 | on Windows</P> |
---|
| 55 | <LI><P>Builds on gcc 3+ on Linux / Mac OSX (using XCode)</P> |
---|
| 56 | </UL> |
---|
| 57 | <P CLASS="newsdate">Material / Shader support</P> |
---|
| 58 | <UL> |
---|
| 59 | <LI><P STYLE="margin-bottom: 0cm">Powerful material declaration |
---|
| 60 | language allows you to maintain material assets outside of your |
---|
| 61 | code |
---|
| 62 | </P> |
---|
| 63 | <LI><P STYLE="margin-bottom: 0cm">Supports vertex and fragment |
---|
| 64 | programs (shaders), both low-level programs written in assembler, |
---|
| 65 | and high-level programs written in Cg, HLSL or GLSL, and provides |
---|
| 66 | automatic support for many commonly bound constant parameters |
---|
| 67 | like worldview matrices, light state information, object space |
---|
| 68 | eye position etc</P> |
---|
| 69 | <LI><P STYLE="margin-bottom: 0cm">Supports the complete range of |
---|
| 70 | fixed function operations such as multitexture and multipass |
---|
| 71 | blending, texture coordinate generation and modification, |
---|
| 72 | independent colour and alpha operations for non-programmable |
---|
| 73 | hardware or for lower cost materials |
---|
| 74 | </P> |
---|
| 75 | <LI><P STYLE="margin-bottom: 0cm">Multiple pass effects, with |
---|
| 76 | pass iteration if required for the closest 'n' lights</P> |
---|
| 77 | <LI><P STYLE="margin-bottom: 0cm">Support for multiple material |
---|
| 78 | techniques means you can design in alternative effects for a wide |
---|
| 79 | range of cards and OGRE automatically uses the best one supported |
---|
| 80 | </P> |
---|
| 81 | <LI><P STYLE="margin-bottom: 0cm">Material LOD support; your |
---|
| 82 | materials can reduce in cost as the objects using them get |
---|
| 83 | further away</P> |
---|
| 84 | <LI><P STYLE="margin-bottom: 0cm">Load textures from PNG, JPEG, |
---|
| 85 | TGA, BMP or DDS files, including unusual formats like 1D |
---|
| 86 | textures, volumetric textures, cubemaps and compressed textures |
---|
| 87 | (DXT/S3TC) |
---|
| 88 | </P> |
---|
| 89 | <LI><P STYLE="margin-bottom: 0cm">Textures can be provided and |
---|
| 90 | updated in realtime by plugins, for example a video feed |
---|
| 91 | </P> |
---|
| 92 | <LI><P>Easy to use projective texturing support |
---|
| 93 | </P> |
---|
| 94 | </UL> |
---|
| 95 | <P CLASS="newsdate">Meshes</P> |
---|
| 96 | <UL> |
---|
| 97 | <LI><P STYLE="margin-bottom: 0cm">Flexible mesh data formats |
---|
| 98 | accepted, separation of the concepts of vertex buffers, index |
---|
| 99 | buffers, vertex declarations and buffer mappings</P> |
---|
| 100 | <LI><P STYLE="margin-bottom: 0cm">Export from many modelling |
---|
| 101 | tools including Milkshape3D, 3D Studio Max, Maya, Blender and |
---|
| 102 | Wings3D |
---|
| 103 | </P> |
---|
| 104 | <LI><P STYLE="margin-bottom: 0cm">Skeletal animation, including |
---|
| 105 | blending of multiple animations, variable bone weight skinning, |
---|
| 106 | and hardware-accelerated skinning</P> |
---|
| 107 | <LI><P STYLE="margin-bottom: 0cm">Biquadric Bezier patches for |
---|
| 108 | curved surfaces |
---|
| 109 | </P> |
---|
| 110 | <LI><P>Progressive meshes (LOD)</P> |
---|
| 111 | </UL> |
---|
| 112 | <P CLASS="newsdate">Scene Features</P> |
---|
| 113 | <UL> |
---|
| 114 | <LI><P STYLE="margin-bottom: 0cm">Highly customisable, flexible |
---|
| 115 | scene management, not tied to any single scene type. Use |
---|
| 116 | predefined classes for scene organisation if they suit or plug in |
---|
| 117 | your own subclass to gain full control over the scene |
---|
| 118 | organisation |
---|
| 119 | </P> |
---|
| 120 | <LI><P STYLE="margin-bottom: 0cm">Several example plugins |
---|
| 121 | demonstrate various ways of handling the scene specific to a |
---|
| 122 | particular type of layout (e.g. BSP, Octree)</P> |
---|
| 123 | <LI><P STYLE="margin-bottom: 0cm">Hierarchical scene graph; nodes |
---|
| 124 | allow objects to be attached to each other and follow each others |
---|
| 125 | movements, articulated structures etc |
---|
| 126 | </P> |
---|
| 127 | <LI><P STYLE="margin-bottom: 0cm">Multiple shadow rendering |
---|
| 128 | techniques, each highly configurable and taking full advantage of |
---|
| 129 | any hardware acceleration available. |
---|
| 130 | </P> |
---|
| 131 | <LI><P>Scene querying features |
---|
| 132 | </P> |
---|
| 133 | </UL> |
---|
| 134 | <P CLASS="newsdate">Special Effects</P> |
---|
| 135 | <UL> |
---|
| 136 | <LI><P STYLE="margin-bottom: 0cm">Particle Systems, including |
---|
| 137 | easily extensible emitters and affectors (customisable through |
---|
| 138 | plugins). Systems can be defined in text scripts for easy |
---|
| 139 | tweaking. Automatic use of particle pooling for maximum |
---|
| 140 | performance |
---|
| 141 | </P> |
---|
| 142 | <LI><P STYLE="margin-bottom: 0cm">Support for skyboxes, skyplanes |
---|
| 143 | and skydomes, very easy to use |
---|
| 144 | </P> |
---|
| 145 | <LI><P STYLE="margin-bottom: 0cm">Billboarding for sprite |
---|
| 146 | graphics |
---|
| 147 | </P> |
---|
| 148 | <LI><P>Transparent objects automatically managed (rendering order |
---|
| 149 | & depth buffer settings all set up for you) |
---|
| 150 | </P> |
---|
| 151 | </UL> |
---|
| 152 | <P CLASS="newsdate">Misc features</P> |
---|
| 153 | <UL> |
---|
| 154 | <LI><P STYLE="margin-bottom: 0cm">Common resource infrastructure |
---|
| 155 | for memory management and loading from archives (ZIP, PK3) |
---|
| 156 | </P> |
---|
| 157 | <LI><P STYLE="margin-bottom: 0cm">Flexible plugin architecture |
---|
| 158 | allows engine to be extended without recompilation |
---|
| 159 | </P> |
---|
| 160 | <LI><P STYLE="margin-bottom: 0cm">'Controllers' allow you to |
---|
| 161 | easily organise derived values between objects e.g. changing the |
---|
| 162 | colour of a ship based on shields left |
---|
| 163 | </P> |
---|
| 164 | <LI><P STYLE="margin-bottom: 0cm">Debugging memory manager for |
---|
| 165 | identifying memory leaks |
---|
| 166 | </P> |
---|
| 167 | <LI><P STYLE="margin-bottom: 0cm">ReferenceAppLayer provides an |
---|
| 168 | example of how to combine OGRE with other libraries, for example |
---|
| 169 | ODE for collision & physics |
---|
| 170 | </P> |
---|
| 171 | <LI><P>XMLConverter to convert efficient runtime binary formats |
---|
| 172 | to/from XML for interchange or editing |
---|
| 173 | </P> |
---|
| 174 | </UL> |
---|
| 175 | <P CLASS="newsdate"><BR> |
---|
| 176 | </P> |
---|
| 177 | </TD> |
---|
| 178 | </TR> |
---|
| 179 | </TABLE> |
---|
| 180 | <P CLASS="maincontent" ALIGN=CENTER><A HREF="../ReadMe.html">Back to |
---|
| 181 | Readme.html</A></P> |
---|
| 182 | <P CLASS="mainheader" ALIGN=LEFT> </P> |
---|
| 183 | <P>Copyright © 2005 by The OGRE Team<SCRIPT> |
---|
| 184 | <!--//hide script from old browsers |
---|
| 185 | document.write( "Last modified "+ document.lastModified ); |
---|
| 186 | //end hiding contents --> |
---|
| 187 | </SCRIPT></P> |
---|
| 188 | </BODY> |
---|
| 189 | </HTML> |
---|