with blender 2.8+ and blender2ogre 0.8.3, you can now choose to export PBR metal-roughness parameters instead of converting them to a FFP approximation as before.
While at it, several bugs in the RTSS PBR implementation were fixed. Now transparency, ambient lighting and PSSM shadows play nicely with PBR.
Bullet Integration now available as a Component
In the User Survey btogre was the most popular external Ogre component with over 53% votes.
To make life for those who use it easier, it is now integrated into the main repo as a component. This allows you to just build it as part of Ogre on one hand and on the other hand this ensures that it is integration tested by our CI.
VET_INT_10_10_10_2_NORM support added
Ogre now supports normalized INT_10_10_10_2 as the vertex format. This packs 3 signed values with 10bit precision and a fourth 2bit value into 4 bytes – the size required by a single float.
If you are using normal-maps, you will notice how this format is perfect to store a tangent with parity, while only requiring 25% of storage compared to 4 floats.
Additionally, you can use it to store normals where storage requirements drop to 33% too. In both cases the 10bit resolution is typically sufficient.
The format is natively supported by GLES3, GL3+, Vulkan and Metal meaning that you also save bandwidth and VRAM.
With the other RenderSystems, Ogre will transparently unpack the data to float at mesh load time, so you at least can benefit from smaller mesh files. E.g. a 76 MB mesh can be reduced to 50 MB, when using packed normals and tangents.
To update your meshes, OgreMeshUpgrader gained the option -pack, to be used like:
During the period of Jan 10. – February 10. we received 54 replies. At the same time the ogre 13.2.4 Windows SDK alone was downloaded 2188 times. So while the results are insightful, they are probably not representative.
When it comes to RenderSystems, we finally see a significant drop for the legacy systems (D3D9, GL). This will allow us to focus on new features only supported on modern APIs. However, I doubt the numbers for Vulkan, given how recent the Vulkan addition was.
The most relevant result for further development is likely the question of target audience. Here, we see an increase of the enthusiast portion at the cost of the Enterprise one. I take it as we can sacrifice some API stability to gain modern rendering techniques when moving forward.
The following one is also interesting, as the HLMS was dropped with Ogre 13 and the inclusion in the poll is a copy/ paste error. I guess that any component with less than 18 votes is not actually used, but people were merely ticking every option.
The parameters are expected to be in the green and blue channels (as per glTF2.0) and lighting will be done according to the Filament equations. Alternatively, you can use material-wide settings, by omitting the texture part like:
Here, metalness is read from specular and roughness from specular.
Furthermore, the Assimp Plugin will automatically use the PBR pipeline, if it encounters any PBR maps. This in turn allows correctly loading and displaying glTF2 meshes – as shown in the ogre-meshviewer screenshot above.
Improved Gamepad Support
The Gamepad Support in OgreBites (via SDL2) has been improved. Now the according events are correctly delegated to ImGui, so you can control the UI with your gamepad.
Also additional gamepad mappings can be specified by placing a gamecontroller.t<a href="http://wiki.libsdl.org/SDL_GameControllerAddMappingsFromFile">xt</a> in the working directory.
Those of you who have been around Ogre for some time might remember that back in 2020, we conducted a survey about our user base. The results of which can be found here.
For the Ogre 13 development cycle we would like to assess to correctly emphasize the development on the most used features.
So for the next four weeks until the 10th of February, you have the chance to participate and help us to get an impression about our user base, how Ogre is used and share some wishes for the future. Simply follow the link and make your way through the 14 questions. It should not take up much time since most of the questions are simple checkbox or radio button questions.
With default settings on Clang on Linux, there’s no errors (except on OgreMeshTool).
But we haven’t taken a look at deprecated warnings yet.
On Apple/XCode and MSVC there’s very few warnings now
GCC needs Wconversion off because it’s incredibly dumb. It’s got too many false positives. Fixing them would hurt readability too much, causing more harm than good.
Some CMake settings may cause warnings, e.g. we generate lots of warnings if OGRE_CONFIG_DOUBLE is on.
We also applied clang format to everything, and added C++11 override everywhere.
We’ve also removed dead code and added an option to turn off custom memory allocators off which is the default.
We’ve removed Boost, thus CMake won’t waste its time (and that was a lot) looking for an optional dependency we didn’t really need anymore.
Overall in Debug builds we’re seeing a 20% reduction in binary size (incl. symbols)!! While Release builds have between 1% and 3% reductions.
The only drawback is that merging code 2.3 -> 2.4 is now harder as it’s almost guaranteed to cause a merge conflict, since nearly every line got touched.
Nonetheless it seems that merging by “merge using always theirs”, then applying clang format, then seeing the diff of what’s going to be merge is a good approach to prevent bad merges and fix accidentally introducing bugs
The numbers are in MBs
Linux Clang 9 – Debug
Linux Clang 9 – Release
MSVC 2019 – Debug
MSVC 2019 – Release
That’s all for now. Ogre 2.3 was released just a week ago and we wanted to share such an exciting development already happening on 2.4.