Posted
over 5 years
ago
by
Pavel Rojtberg
I just published the Ogre 1.12.4 holiday release. Besides wishing you all a merry Christmas, there are new features that deserve an in-depth description. OGRE_NODELESS_POSITIONING Using Cameras and Lights without having them attached to a SceneNode
|
Posted
over 5 years
ago
by
Pavel Rojtberg
Ogre 1.12.3 was just released. Typically we do not write a specific announcement for minor updates, however this one contains some major new features that warrant this one. Of course there is the usual slew of bug-fixes as well, which are listed here. New Features Reversed-depth buffer support for D3D11 and OpenGL3+. See the accompanying […]
|
Posted
over 5 years
ago
by
Matias Goldberg
If you follow my twitter you may have seen I tweeted about it. Or if you follow our Ogre repo, you may have seen some commits. Yes, we’re working on Vulkan support. So far we only got to a clear screen, so this is all you’re gonna get thus far: It is working with 3 […]
|
Posted
over 5 years
ago
by
Pavel Rojtberg
Today we want to present another Game highlight of Ogre3D based games. This time: Hyper Ultra Astronautics We asked the team behind the game if they could share some insights into the Ogre3D usage and how the game was built in general, and Mikko was kind enough to provide those: Hyper Ultra Astronautics is a space arena […]
|
Posted
over 5 years
ago
by
Matias Goldberg
Over the last few weeks a new sample appeared: Tutorial_OpenVR We’ve integrated OpenVR into Ogre. The tasks done to achieve this can be summarized into five: Added ‘VrData’ which is passed to Camera::setVrData. This simplifies passing per-eye view
|
Posted
over 5 years
ago
by
Pavel Rojtberg
following the last post about what is going on around Ogre, here is another update. Ogre-next project split So lets put first things first; Ogre v1 and Ogre v2 are not only different versions of Ogre, but rather separate projects. Now officially. While this sounds like big news, actually it is not that much of […]
|
Posted
over 5 years
ago
by
Matias Goldberg
Last time I mentioned we were working on PCC / VCT Hybrid (PCC = Parallax Corrected Cubemaps, VCT = Voxel Cone Tracing). I just implemented storing depth into the alpha channel, which is used to improve the quality of the hybrid. Because we often use RGBA8 cubemaps, 8-bits is not enough to store the depth. […]
|
Posted
over 5 years
ago
by
Matias Goldberg
Over the last couple months we have been working on Voxel Cone Tracing (VCT), a Global Illumination solution. Voxel Cone Tracing could be seen as an approximated version of ray marching. The scene is voxelized and three voxels are generated
|
Posted
over 5 years
ago
by
Matias Goldberg
We’ve often been told building Ogre from source is hard. And they’re right! Which is why we tried our best and prepared quick start scripts that will clone all necessary dependencies, configure CMake and build for you! Grab the download scripts: Quick Start scripts for 2.1 Quick Start scripts for 2.2 Unzip them and run […]
|
Posted
over 5 years
ago
by
Matias Goldberg
Hoo boy! This report was scheduled for January but couldn’t be released on time for various reasons. We have another report coming as this is old news already! We have another report coming mostly talking about VTC (Voxel Cone Tracing) which is a very interesting feature that has been in development during this year. But […]
|