What version to choose?
You may be confused which version of Ogre to pick. We have several branches concurrently in active development, although our future is towards 2.1. The information below will help you to find the correct version for your needs:
Why choose it?
For more details about the 2.1 state and frequently asked questions, see the Ogre 2.1 FAQ article.
This version is not actively maintained and generally has fallen behind 1.10 and 2.1. For details see here.
Performance / Platforms / Render Systems
Recommended Render System
Windows, Linux, iOS, macOS / OSX
D3D11 or GL3+, Metal on iOS, Metal on macOS, GL3+ on macOS/OSX for old cards (see compatibility mode notes)
High API overhead
Windows, Linux, OS X, iOS, Android, Windows Phone
D3D9 on Windows, OpenGL on *nix, GLES 2 on Mobile
Windows, Linux, OS X, iOS, Android, Windows Phone, HTML5 (Emscripten)
D3D9 on Windows, GL3+ on *nix, GLES 2 on Mobile and HTML5
Material System / Instancing / Documentation / Threading
Physically Based Shading via user-friendly system HLMS (part of Ogre core)
Integrated (no need for Boost). For background resource loading, needs Boost/POCO/TBB/C++11.
Hand-written shaders, RTSS (Real-Time Shading System), Fixed Function Pipeline
Manual, via InstanceManager
For background resource loading, needs Boost/POCO/TBB.
Physically Based Shading (via HLMS Ogre component), Hand-written shaders, RTSS, Fixed Function Pipeline
Manual, via InstanceManager or InstanceGeometry (deprecated)
For background resource loading, needs Boost/POCO/TBB/C++11.