OGRE is not one, but two “sister” projects. They are related, but they are not the same – as in being not compatible to one another. You may be confused which version to pick. The information below will help you to find the correct version for your needs:
- You are fine with a default rendering pipeline that follows the fixed-function paradigm
- You like the Toolbox approach and want to assemble your own high-performance physically based rendering pipeline using the RTSS or custom shaders
- You want to have a broad range of documentation resources, like the Wiki, online code snippets and books.
- You need 3rd party plugins (e.g. GUI Solutions, Exporters)
- You target a broad range of mobile platforms (Android, iOS, WebGL, Windows UWP)
- You want to rely on verified code (as in Unit Tests)
- You need compatibility with the Ogre 1.7 API (e.g. for a existing codebase)
- You need broad hardware support including DX9 and OpenGL 1.5 class Hardware
- You want a modern physically based rendering pipeline out-of-the-box, capable of “multi draw rendering”
- You like the Framework approach and are fine with using the predefined pipeline (or are an expert user writing a custom HLMS)
- You already know your way around Ogre or can learn the API from source code as Documentation is still scarce
- You don’t need 3rd party plugins that haven’t been ported yet (like GUI Solutions, Exporters). Check the 2.0+ Forum to find what has been ported by the community already.
- You target only recent mobile devices (Android 7.0+ and iPhone 5S+)
- You like bleeding edge.
- You want VR Support out-of-the-box
- Your main target is Windows and/or Linux.
For more details about the ogre-next state and frequently asked questions, see the Ogre 2.1 FAQ article.
Platforms / Render Systems / Languages
|Version||Platforms||Render Systems||Components & Plugins||Languages|
| || |
Material System / Lighting / Documentation
|Ogre|| || |
| || |