following the last post about what is going on around Ogre, here is another update.

Ogre 1.11.1 point release

The 1.11 release got it first update. Here mostly the documentation and the integration was improved.

  • There is now a Working with Numpy tutorial and Building instructions on Doxygen.
  • Using a shared Ogre SDK on Windows got easier: relative paths in plugins.cfg are now resolved relative to the cfg instead of the binary.
  • Specifying a set of required Components in CMake is now full checked (e.g find_package(OGRE 1.11 REQUIRED COMPONENTS RTShaderSystem))
  • For the full list of changes and bugfixes as always consult the github release

Addons ported

Probably the biggest strength of Ogre 1.x is the legacy of content creation tools and addons. At this, the tools promoted at OGRECave were updated to work with 1.11 / strict resource lookup.
Here the ogre-ffmpeg-videoplayer was dropped and replaced by the ogre-video plugin (aka TheoraVideoSystem) due to small footprint and better Ogre interop.

Furthermore there are two notable additions;

Spacescape

This is a tool for creating procedural space skyboxes with stars and nebulas using the layer pardigm known from most graphics programs:

 

Getting it running with 1.11 only required minimal porting and importing/ exporting is fully functional.

get it at https://github.com/OGRECave/spacescape

Scape

This is a procedural terrain editor with different brushes, some of which are implemented on the GPU.

 

Unfortunately this tool used and outdated version of wxWidgets for its UI, which is hard to come by nowadays. However Jacob Moen (jacmoe) did an initial port to Qt5 some time ago.

Building upon this work, it was just a matter of throwing away OIS and some minor updates to standard C++ to get it up and running.

While you can already paint terrains, many features are still missing. Most notably actually exporting the resulting heightmap. So if you toy around with it, consider contributing some patches.

get it at https://github.com/OGRECave/scape