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libogre5-devel-1.0.0-1mdk.i586.rpm

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<P CLASS="header" ALIGN=CENTER>OGRE (Object-Oriented Graphics
Rendering Engine)</P>
<P CLASS="header" ALIGN=CENTER>Features</P>
<P CLASS="header" ALIGN=CENTER><A HREF="http://www.ogre3d.org/">http://www.ogre3d.org</A></P>
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	<TR>
		<TD BGCOLOR="#006600">
			<P><FONT COLOR="#ffff33"><FONT SIZE=2><B>OGRE Features</B></FONT></FONT></P>
		</TD>
	</TR>
	<TR>
		<TD>
			<P>&nbsp;</P>
			<P CLASS="newsdate">Productivity features 
			</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">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. 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Extensible example framework
				makes getting your application running is quick and simple 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Common requirements like render
				state management, hierarchical culling, dealing with transparency
				are done for you automatically saving you valuable time 
				</P>
				<LI><P>Clean, uncluttered design and full documentation of all
				engine classes 
				</P>
			</UL>
			<P CLASS="newsdate">Platform &amp; 3D API support</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">Direct3D and OpenGL support 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Windows (all major versions),
				Linux and Mac OSX support 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Builds on Visual C++ 6 (with
				STLport), Visual C++.Net 2002 (with STLport), Visual C++.Net 2003
				on Windows</P>
				<LI><P>Builds on gcc 3+ on Linux / Mac OSX (using XCode)</P>
			</UL>
			<P CLASS="newsdate">Material / Shader support</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">Powerful material declaration
				language allows you to maintain material assets outside of your
				code 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Supports vertex and fragment
				programs (shaders), both low-level programs written in assembler,
				and high-level programs written in Cg, HLSL or GLSL, and provides
				automatic support for many commonly bound constant parameters
				like worldview matrices, light state information, object space
				eye position etc</P>
				<LI><P STYLE="margin-bottom: 0cm">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 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Multiple pass effects, with
				pass iteration if required for the closest 'n' lights</P>
				<LI><P STYLE="margin-bottom: 0cm">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
								</P>
				<LI><P STYLE="margin-bottom: 0cm">Material LOD support; your
				materials can reduce in cost as the objects using them get
				further away</P>
				<LI><P STYLE="margin-bottom: 0cm">Load textures from PNG, JPEG,
				TGA, BMP or DDS files, including unusual formats like 1D
				textures, volumetric textures, cubemaps and compressed textures
				(DXT/S3TC) 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Textures can be provided and
				updated in realtime by plugins, for example a video feed 
				</P>
				<LI><P>Easy to use projective texturing support 
				</P>
			</UL>
			<P CLASS="newsdate">Meshes</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">Flexible mesh data formats
				accepted, separation of the concepts of vertex buffers, index
				buffers, vertex declarations and buffer mappings</P>
				<LI><P STYLE="margin-bottom: 0cm">Export from many modelling
				tools including Milkshape3D, 3D Studio Max, Maya, Blender and
				Wings3D 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Skeletal animation, including
				blending of multiple animations, variable bone weight skinning,
				and hardware-accelerated skinning</P>
				<LI><P STYLE="margin-bottom: 0cm">Biquadric Bezier patches for
				curved surfaces 
				</P>
				<LI><P>Progressive meshes (LOD)</P>
			</UL>
			<P CLASS="newsdate">Scene Features</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">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 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Several example plugins
				demonstrate various ways of handling the scene specific to a
				particular type of layout (e.g. BSP, Octree)</P>
				<LI><P STYLE="margin-bottom: 0cm">Hierarchical scene graph; nodes
				allow objects to be attached to each other and follow each others
				movements, articulated structures etc 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Multiple shadow rendering
				techniques, each highly configurable and taking full advantage of
				any hardware acceleration available. 
				</P>
				<LI><P>Scene querying features 
				</P>
			</UL>
			<P CLASS="newsdate">Special Effects</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">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 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Support for skyboxes, skyplanes
				and skydomes, very easy to use 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Billboarding for sprite
				graphics 
				</P>
				<LI><P>Transparent objects automatically managed (rendering order
				&amp; depth buffer settings all set up for you) 
				</P>
			</UL>
			<P CLASS="newsdate">Misc features</P>
			<UL>
				<LI><P STYLE="margin-bottom: 0cm">Common resource infrastructure
				for memory management and loading from archives (ZIP, PK3) 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Flexible plugin architecture
				allows engine to be extended without recompilation 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">'Controllers' allow you to
				easily organise derived values between objects e.g. changing the
				colour of a ship based on shields left 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">Debugging memory manager for
				identifying memory leaks 
				</P>
				<LI><P STYLE="margin-bottom: 0cm">ReferenceAppLayer provides an
				example of how to combine OGRE with other libraries, for example
				ODE for collision &amp; physics 
				</P>
				<LI><P>XMLConverter to convert efficient runtime binary formats
				to/from XML for interchange or editing 
				</P>
			</UL>
			<P CLASS="newsdate"><BR>
			</P>
		</TD>
	</TR>
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