OGRE (Object-Oriented Graphics Rendering Engine) 1.7.1
Program Specifications
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Version: |
1.7.1
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Size: |
49.90 MB |
Publisher: |
OGRE Project |
Date Added: |
Jun 3, 2010 |
License [?]: |
Open Source |
Operating System: |
Windows XP, Windows Vista, Windows NT, Windows ME, Windows 98, Windows 95, Windows 7, Windows 2008, Windows 2003, Windows 2000 |
Requirements: |
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Download Links: |
Download OGRE (Object-Oriented Graphics Rendering Engine)
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BumperSoft Editor's Review Status:
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Publisher's Description of OGRE (Object-Oriented Graphics Rendering Engine)
" A scene-oriented, flexible 3D engine for developers to produce applications utilising hardware-accelerated 3D graphics. "
- From OGRE Project
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilising hardware-accelerated 3D graphics.
The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.
OGRE is not a game engine although can be (and indeed has been) used to make games. OGRE is deliberately designed to provide just a world-class graphics solution.
Features
* Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation
* Extensible example framework makes getting your application running is quick and simple
* Common requirements are done for you automatically
* Clean, uncluttered design and full documentation of all engine classes
* Proven, stable engine used in several commercial products
Platform & 3D API support
* Direct3D and OpenGL support
* Windows (all major versions), Linux and Mac OSX support
* Builds on Visual C++ and Code::Blocks on Windows
* Builds on gcc 3+ on Linux / Mac OSX (using XCode)
Material / Shader support
* Powerful material declaration language allows you to maintain material assets outside of your code
* Supports 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
* Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware or for lower cost materials
* Multiple pass effects, with pass iteration if required for the closest ‘n’ lights
* Support for multiple material techniques
* Material LOD support; your materials can reduce in cost as the objects using them get further away
* Load textures from PNG, JPEG, TGA, BMP or DDS 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
* Easy to use projective texturing support
Meshes
* Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings
* Biquadric Bezier patches for curved surfaces
* Progressive meshes (LOD), manual or automatically generated
* Static geometry batcher
Animation
* Sophisticated skeletal animation support
* Flexible shape animation support
* Animation of SceneNodes for camera paths and similar techniques, using spline interpolation where needed
* Generic animation tracks can accept pluggable object adaptors to enable you to animate any parameter of any object over time
Scene Features
* Highly customisable, flexible scene management, not tied to any single scene type.
* Several example plugins demonstrate various ways of handling the scene specific to a particular type of layout (e.g. BSP, Octree)
* Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc
* Multiple shadow rendering techniques, both modulative and additive techniques, stencil and texture based
* Scene querying features
Special Effects
* Compositor system
* Particle Systems
* Support for skyboxes, skyplanes and skydomes
* Billboarding for sprite graphics
* Ribbon trails
and many more...
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