Welcome to the new Ogre Wiki!
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
- 1999ish
- Sinbad realises that his DIMClass project, a project to make an easy to use object-oriented Direct3D library, has become so abstracted that it really doesn't need to be based on Direct3D any more. Begins planning a more ambitious library which could be API and platform independent.
- 25 February 2000
- Sourceforge project registered, OGRE name coined. No development starts due to other commitments but much pondering occurs.
- October 2000
- Full-on design starts, refactoring of DIMClass begins.
- December 2000
- Major design pieces are in place, main classes like SceneManager, RenderSystem, SceneNode are all identified concepts with CRC cards to call their own
- February 2001
- First platform manager complete (Win32), D3D7 is now the first rendersystem
- February 2001
- OGRE becomes completely dynamically loaded, rendersystems & platform managers as plugins
- 4 March 2001
- First test render of refactored OGRE system
- 30 March 2001
- Started using Doxygen instead of ccdoc to generate API docs
- 1 April 2001
- Made an important design decision to separate the class hierarchies of spatial structures SceneNode and scene contents (MovableObject) and join them through attachment to reduce dependencies and improve flexibility
- May 2001
- Entity / SubEntity / Mesh / SubMesh system created
- 13 June 2001
- FrameListener and FrameEvent introduced
- 3 July 2001
- OGRE 0.6 released
- 17 July 2001
- Moved away from 4x4 matrices in nodes to separate position / orientation / scale, and switched to quaternions for all rotations
- September 2001
- Bezier patches and multitexture / multipass blending work
- November 2001
- skyboxes, skydomes and skyplanes
- December 2001
- BSP support finished
- 14 January 2002
- Controllers introduced
- Feb 2002
- cearny joins the core team
- March 2002
- OGRE 0.98b - Material scripts make their first appearance. ROAM landscape engine appears (later dropped in favour of geomipmapping). Billboards. First time STLport is required because of increased STL compliance.
- April 2002
- temas joins the core team
- June 2002
- OGRE 0.99b - Particle systems and misc stuff
- September 2002
- OGRE 0.99d - Linux support, OpenGL renderer, skeletal animation, Milkshape exporter, Codec structures
- October 2002
- janders joins the core team
- October 2002
- OGRE 0.99e - XMLConverter appears, octree scene manager appears, D3D8 renderer, spline animation interpolation, font rendering via Freetype
- December 2002
- Mesh LOD, Geomipmapping terrain, stencil operations
- January 2003
- First release of Blender exporter
- February 2003
- OGRE 0.10.0 (version reformatted) - 3DS Max exporter, D3D9 renderer
- Mid 2003
- cearny & janders leave project (inactive)
- June 2003
- OGRE 0.11.0 - SceneQuery added, ODE collision demonstrated in BspCollision, Maya and Wings exporters, lots of small enhancements
- May 2003
- _mental_ joins the core team
- September 2003
- OGRE 0.12.0 - hardware buffer interfaces, vertex declarations, complete geometry system overhaul. First time we branched the co
debase into maintenance and development branches - January 2004
- OGRE 0.13.0 - major material overhaul, vertex & pixel shader support for assembler (D3D & GL), Cg and HLSL, XCode support
- May 2004
- OGRE 0.14.0 - shadows, hardware skinning, projective texturing
- July 2004
- wumpus joins the core team
- October 2004
- OGRE 0.15.0 - binary mesh format made more flexible, GLSL support, Radian/Degree classes,
- November 2004
- SoftImage agree to sponsor the OGRE project and allow free access to XSI SDK.
- February 2005
- OGRE v1.0.0 Final Azathoth released - resource system overhaul, hardware pixel buffers, HDR, CEGui, XSI exporter
- March 2005
- OGRE is 'Project of the Month' on Sourceforge
- July 2005
- Jeff 'nfz' Doyle joins the OGRE Team
- September 2005
- Sinbad announces Kadath, a commercial scene manager and exporter tool for use with OGRE, XSI and Blender.
- May 2006
- OGRE v1.2.0 Final Dagon released
- September 2006
- Enrichments by Google Summer of Code 2006
- March 2007
- OGRE 1.4.0 Final Eihort Released
- April 2007
- Google Summer of Code 2007 projects announced
- March 2008
- Google Summer of Code 2008 student applications open
- November 2008
- OGRE 1.6.0 Final Shoggoth released
- July 2009
- David ‘masterfalcon’ Rogers joins the team, brings iPhone support
- August 2009
- Google Summer of Code 2009 projects announced
- October 2009
- Noam 'Noman' Gat joins the team
More information can be found in the blog of the www.ogre3d.org homepage.
To see release information (change log / history) you can use this link or have a look at the Roadmap here in the wiki.
Contributors to this page: jacmoe
,
spacegaier
and
Beauty
.
Page last modified on Tuesday 01 of June, 2010 12:20:26 GMT by jacmoe
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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