Ogre 14.6.0 was just released. This release contains some significant bug-fixes and feature additions, which we will discuss in more detail below. We recommend all users of the 14.x branch to update.
For a full overview of the changes, see the changelog.
Clustered Light Culling


Ogre now supports clustered forward lighting. Instead of evaluating every light per pixel, the renderer divides the frustum into tiles and depth slices – froxels, following Filament’s approach and the technique popularised by DOOM (2016) – so each pixel only shades the lights in its own cluster. Both the clustering algorithm and its RTSS integration are merged, and since culling is decoupled from the lighting computation it works with PBR and Blinn-Phong alike. The images show a substantial speed-up in a scene with 128 lights on GL3+; gains are largest with many small point and spot lights and vary with resolution, light count and render system. The feature requires UBOs and runs on GL3+ and D3D11, with GLES3 planned.
Gizmo Widgets in OgreBites

Gizmo widgets have landed in OgreBites, giving you the building blocks to build your own world editor. Included are widgets to translate, rotate and scale Nodes, plus camera orientation snapping. The architecture is intentionally simple for painless integration and rapid iteration while the feature set grows.
HDR Display support
Building on the linear colour workflow in 14.5, Ogre can now drive your monitor in High Dynamic Range mode. The new RenderSystem option “HDR Display” (window param hdrDisplay) switches the backbuffer to FP16 and requests the scRGB colour space; it requires an HDR-capable monitor with HDR enabled in the OS and currently works on Windows with GL*, D3D11 and Vulkan, with Linux planned.
Expect a darker image with a plain SDR pipeline – in HDR mode the OS anchors 1.0 to 80 nits – because the real benefit comes from values outside [0, 1]: roughly 12.5 equals 1000 nits, so Light::setPowerScale(12.5) lets the sun hit true peak brightness.
We chose scRGB for maximum compatibility, as existing SDR colours look correct immediately while the FP backbuffer still covers the full Wide Colour Gamut (P3, Rec.2020) via out-of-range and negative values, and it’s the most robust colour space for OpenGL on Windows. Tone mapping remains up to you – Ogre only clips highlights, since the ideal curve depends on your display and artistic intent (ACES, ACES1000, Khronos PBR Neutral).
Root bone motion sample
Thanks to contributions by chillywillysoft, our Skeletal Animation Sample has been greatly expanded. It now showcases proper root motion – node movement is derived directly from the animation track, so steps stay perfectly in sync with forward progress – and shows how to attach secondary animations to bone positions, with footsteps triggering a contact ripple effect on ground contact. As a bonus, Ogre’s debug drawing now visualises bounding spheres in addition to bounding boxes.
Vulkan on macOS
Ogre’s Vulkan RenderSystem now runs on macOS. Vulkan windows can be created on top of MoltenVK, giving Apple platforms a modern rendering path alongside the existing Metal and GL backends – and letting you use the same Vulkan code base across Windows, Linux and macOS.
Continuous Fuzz Testing
Ogre’s data loaders are now continuously fuzz-tested by OSS-Fuzz. Corrupted meshes no longer cause hard-to-debug stack corruption, metadata is validated before use (preventing zip and PNG header bombs), and regressions are caught before they reach a release. Even if you only ever load your own assets, this means more predictable error handling and clearer diagnostics.
As part of this hardening, the legacy mesh formats are now disabled by default. If you still rely on .mesh files older than v1.8, run them through the MeshUpgrader or re-enable the legacy path explicitly.
Community: our chat is moving to Zulip
One change that is not about code: the Ogre chat is moving to Zulip.
Since our old Gitter room was rebased on Matrix, it lost the feature that mattered most to us – being publicly viewable and indexable on the web.
Zulip comes very close to Discord in terms of usability, while being fully open-source and web-public, so threads stay searchable via Google. It is also well proven in our corner of the world: Rust, LLVM all run their development discussions on Zulip.
Meet us at Tokyo Game Show
On a personal note: I will be at Tokyo Game Show 2026 at Makuhari Messe next week, all five days (17-21 September). If you are building something with Ogre – or just want to talk rendering – ping me on Zulip and we’ll arrange a meeting on site.