Just a quick update as to what’s pending at the moment:
- Cearny is working on both the Linux port and on a SceneManager specialisation for rendering landscapes using the ROAM algorithm. Should be some results on the latter soon.
- I’m working on parsing material scripts (still) – the format is now completely documented and the parsing routines implemented, I just need to do some pretty major testing.
- I’m also trying to track down a strange bug where on some cards the depth cueing is wrong between tris on the same model. I can’t recreate this on my dev PC, but I’ve seen it on others. The odd thing is the problem can occur on some demos but not on others on the same chipset, even if the same geometry is being used. It’s probably a depth buffer render state management issue but so far I’m drawing a blank.
- I’ve also been giving some thought to how I can make adding 2D overlays (e.g. HUDs) to the scene easier. It’s possible to do this using the Camera class orthographic projection mode, but this needs to be switched on/off at the right time so the best place to do it is the SceneManager.
- We also have a potential new team member who is looking at skeletal animation for meshes.
- I’m still thinking about particle systems although an implementation may be delayed because of the above.
Oh, and a piece of extra good news is that Ogre had almost 10,000 downloads last month! This was split roughly 50:50 between the demos and the source code. I’ve been getting a lot of very positive feedback too which is encouraging.