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libogre1-devel-0.13.0-1mdk.i586.rpm

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<p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Features</p><p align="center" class="header"><A HREF="http://www.ogre3d.org">http://www.ogre3d.org</A></p><TABLE WIDTH="100%" BORDER="0" CELLPADDING="2"><TR> 
<TD CLASS="MainHeader">OGRE Features</TD></TR><TR> <TD> <P>&nbsp;</P><P CLASS="NewsDate">Productivity 
features </P><UL> <LI>Simple, easy to use OO interface designed to minimise the 
effort required to render 3D scenes, and to be independent of 3D implementation 
e.g. Direct3D/OpenGL/Glide etc.</LI><LI>Extensible example framework makes getting 
your application running is quick and simple</LI><LI>Common requirements like 
render state management, hierarchical culling, dealing with transparency are done 
for you automatically saving you valuable time</LI><LI>Clean, uncluttered design 
and full documentation of all engine classes </LI></UL><P CLASS="NewsDate">Platform 
&amp; 3D API support</P><UL><LI>Direct3D and OpenGL support</LI><LI>Windows (all 
major versions), Linux and Mac OSX support</LI><LI>Builds on Visual C++ 6 (with 
STLport), Visual C++.Net (with STLport), Visual C++.Net 2003</LI><LI>Builds on 
gcc 3+ on Linux / Mac OSX</LI></UL><P CLASS="NewsDate">Material / Shader support</P><UL><LI>Load 
textures from PNG, JPEG or TGA files, MipMaps generated automatically, resizes 
maps to align with hardware requirements</LI><LI>Procedural texture coordinate 
generation (e.g. environment mapping) and modification (scrolls, warps, rotations)</LI><LI>Unbounded 
number of texture layers with many texture blending effects, animated textures</LI><LI>Multitexturing 
hardware used to best effect automatically, combined with automatic fallback to 
mulitpass rendering</LI><LI>Object transparency and other scene-level blending 
effects</LI><LI>All defineable through text scripts to allow you to set up &amp; 
tweak advanced materials without recompiling</LI></UL><P CLASS="NewsDate">Meshes</P><UL><LI>Flexible 
mesh data formats accepted</LI><LI>Export from Milkshape3D direct to OGRE .mesh 
and .skeleton format</LI><LI>Skeletal animation (including blending of multiple 
animations)</LI><LI>Biquadric Bezier patches for curved surfaces</LI><LI>Progressive 
meshes </LI></UL><P CLASS="NewsDate">Scene Features</P><UL><LI>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</LI><LI>Generic SceneManager hierarchically 
culls by bounding volumes</LI><LI>Example plugin (BspSceneManager) specialises 
to allow fast indoor renders, loading Quake3 levels inc. shader script parsing 
support</LI><LI>Hierarchical scene graph; nodes allow objects to be attached to 
each other and follow each others movements, articulated structures etc</LI><LI>Scene 
querying features </LI></UL><P CLASS="NewsDate">Special Effects</P><UL><LI>Particle 
Systems, including easily extensible emitters and affectors (customisable through 
plugins). Systems can be defined in text scripts for easy tweaking. Automatic 
use of particle pooling for maximum performance</LI><LI>Support for skyboxes, 
skyplanes and skydomes, very easy to use</LI><LI>Billboarding for sprite graphics</LI><LI>Transparent 
objects automatically managed (rendering order &amp; depth buffer settings all 
set up for you)</LI></UL><P CLASS="NewsDate">Misc features</P><UL><LI>Common resource 
infrastructure for memory management and loading from archives (ZIP, PK3) </LI><LI>Flexible 
plugin architecture allows engine to be extended without recompilation</LI><LI>'Controllers' 
allow you to easily organise derived values between objects e.g. changing the 
colour of a ship based on shields left</LI><LI>Debugging memory manager for identifying 
memory leaks</LI><LI>ReferenceAppLayer provides an example of how to combine OGRE 
with other libraries, for example ODE for collision &amp; physics</LI><LI>XMLConverter 
to convert efficient runtime binary formats to/from XML for interchange or editing</LI></UL><P CLASS="NewsDate">Exporters</P><UL><LI>3D 
Studio Max (meshes and animation)</LI><LI>Milkshape 3D (meshes and animation)</LI><LI>Blender3D 
(meshes)</LI><LI>Wings3D (meshes)</LI><LI>VRML97 (meshes)</LI><LI>Maya (meshes)</LI></UL></TD></TR> 
</TABLE><p align="CENTER" class="MainContent"><A HREF="../ReadMe.html">Back to 
Readme.html</A></p><p align="left" class="MainHeader">&nbsp;</p><p> Copyright &copy; 
2002 by The OGRE Team<br /> <script type="text/javascript">
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