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