Ogre


DX9 may be dropped in Ogre 2.0 Final

So, I’ve been working on a fork. There’s also another one. Both will eventually merge The code is far from finished at the time of writing. But the direction where we’re heading to is already quite clear. You can even glimpse a bit of what’s coming: Yeah, we’re going bindless […]


Reducing code bloat: Unnecessary overloads example

Understanding how your algorithm works and its use cases is very important. It allows you strip code you will never use (or better yet, never code for it). Or may be this could be seen as a case of overengineering. Such is the example of Ogre’s LodStrategy. There are multiple […]


New way of handling camera relative rendering

When Ogre 1.x users are far from origin, things begin to shake. Animations flicker. Eyes pop out of their sdockets. Playstation(R) 1 artifacts all over the place. This is because of precision problems with floating point when using large numbers. To help mitigate those artifacts, SceneManager had a setting called “setCameraRelativeRendering”. […]


Ogre 2.0 Porting Manual DRAFT Published

I’ve upload a DRAFT of Ogre 2.0 Porting Manual. It can be downloaded in PDF format from the following two mirrors: MIRROR 1 MIRROR 2 For those interesting in write access, you can download it in ODT format. The forum thread has been updated as well as the wiki. The idea […]


Post GSoC future.

Phew! GSoC is over. It’s been rough. A lot of fun. I’d hope it could last 3 more months, and we would get Ogre in an awesome state. Well, back to our weekends-only contributions; though I’ll probably be making a few more commits as I’m still accelerated and with some […]


Threading Ogre 2.0 benchmark

Threading results were disappointing. Well, I was expecting 4x improvement on my quad core machine. The result was between 35-40% improvement which is still something. After a closer look, I ended up concluding that at 250×250 instances we’re memory bandwidth bound (i.e. disabling all math in UpdateAllTransforms and just doing […]