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ogre v1.0.1 for mingw 3.3.1

PackagerJosh Cryer
joshcryer at gmail dot com
Last modified2005-04-17 23:09:42
DescriptionOGRE v1.0 [Azathoth] reprensents the culmination of 4 years of continuous development, resulting in what is now regarded by many as the leading open source real time 3D rendering engine. OGRE is packed with features to make your development life easier, whether you're making games, architectural visualisation, simulations, or anything else which requires a top-notch 3D rendering solution. Download your copy for free today!

PLEASE NOTE: you need Dev-C++ / MinGW 3.3.1 for this DevPak to function properly!

For updates and changes since 1.0, go to here: http://www.ogre3d.org/index.php?option=com_content&task=view&id=324&Itemid=2

Productivity features
Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation i.e. Direct3D/OpenGL.
Extensible example framework makes getting your application running is quick and simple
Common requirements like render state management, hierarchical culling, dealing with transparency are done for you automatically saving you valuable time
Clean, uncluttered design and full documentation of all engine classes

Platform & 3D API support
Direct3D and OpenGL support
Windows (all major versions), Linux and Mac OSX support
Builds on Visual C++ 6 (with STLport), Visual C++.Net 2002 (with STLport), Visual C++.Net 2003 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 means you can design in alternative effects for a wide range of cards and OGRE automatically uses the best one supported
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

Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings

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)
Static geometry batcher

Scene Features
Highly customisable, flexible scene management, not tied to any single scene type. Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation
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, each highly configurable and taking full advantage of any hardware acceleration available.
Scene querying features

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, very easy to use
Billboarding for sprite graphics
Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)

Misc features
Common resource infrastructure for memory management and loading from archives (ZIP, PK3)
Flexible plugin architecture allows engine to be extended without recompilation
'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left
Debugging memory manager for identifying memory leaks
ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics
XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing
Category3D Graphics
Depends on
Downloadhttp://www.ogre3d.org/ index.php? option=com_remository& Itemid=57& func=fileinfo& filecatid=24& parent=category
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I am Josh Cryer by guest 2005-09-19 12:29:52
I am Josh Cryer as well, isn't thAT FUNNY, NICE TO MEET YOU.
..... by Rob Loach (rob at robloach dot net) 2005-03-30 01:41:44
Sadly it has major issues with the latest version of Dev-C++ ( due to the provided MinGW release.
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