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

Table of Contents

Ogre 1.12.7 point release

The 1.12.7 point release kept its focus on integration. Notably, it ships the new Metal RenderSystem, that was discussed in a previous post. Also there are the following notable changes:

  • Improved Terrain Rendering: The lighting computation was pretty messed up before, which I could fix. See the following screens for comparison. Also, now vertex compression (60% less data per vertex) is used with OpenGL, too.
before – after

  • Filament shader support: Thanks to a contribution of SNiLD, I could extend the existing PBR sample to showcase the usage of Filament PBR shaders. The images below also show the existing glTF2 based material and how far you get by only using plain ogre materials.
  • New stable CSM Sample: I found another interesting Demo on the Forums and added it as a Sample to the Sample Browser. This time it is “Cascaded Shadow Mapping” which resembles the implementation you get in the CryEngine. This is a different take on the PSSM Shadow Mapping Algorithm, which is best explained by visualizing it
  • Debug view in the PSSM RTShader: While working on the CSM Sample, I found the debug split view particularly useful. Therefore, you can now visualize how the PSSM Shadow splits are placed in your scene – check out the updated ShaderSystem Sample.

OgreMeshViewer: LOD preview

If your mesh contains LOD levels, Meshviewer will now display a new tab, highlighting the currently active level

If you would like to know how to automatically generate LOD for your meshes, see the updated Ogre Tutorial.