What Will Change With OGRE?
- 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.
- A stock of pre-defined materials and shaders will be available to help the artistic process: designing portable materials (ones that will render properly on older hardware) is not an easy task... but you will be able to define your own if you need to.
- For those not familiar with it, this includes support for the following standard modelling techniques:
- Per-pixel phong/blinn shading, anisotropic shading, BRDF techniques.
- Ambient maps (useful for baked ambient occlusion).
- Specular maps and shininess maps.
- Glowmaps (already there, but won't be gone).
- Bump-mapping, Normal-mapping and a few other embossing techniques.
- Bump-mapped environment mapping.
- And... eventually, a few global rendering techniques:
- Stenciled shadows or shadow maps.
- Hight Dynamic Range rendering.
- Render-to-target (for cockpit screens, mainly).
- Naturally, though, not all of those features will be available initially, but are planned for inclusion.
- support for PNG, JPEG, TGA, BMP, MNG, JNG, DDS and a lot of other 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 - the format of such video feed has not yet been decided, but it will most probably include mpeg and ogg-theora.
- 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)
- 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
- Misc features
- loading from archives (ZIP, PK3)
There will be a graphics engine with 2 backends. The old OpenGL and the OGRE engine. The engines are glued together with the MyGUI User Interface.
Ogre with all it's extensions, it is easy to implement a semless planetary flight.
The old OpenGL vegastrike mesh format can be preserved. Also The new Ogre format can be used.
You need 4 additional dependencies in addition to those of vegastrike:
OGRE - at least version 1.7.2
MyGUI - at least version 3.0.3 You need to compile the OpenGL platform of MyGUI.
complete feature list of Ogre