Screenshots using PostfilterManager

Manuel has written a useful set of classes to make it simpler to use postfiltering effects in OGRE, and I've collated some screenshots
posted in the forums from Manuel, supersuper and :wumpus: showing it
in action. It has been possible to use these effects in OGRE for some
time, but Manuel's work makes it a lot simpler to plug them in. The
code is available in this forum thread;
an updated version will probably be integrated into the core before the
next version since a lot of people will find it useful.

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D4MD added to featured projects

I recently added D4MD
(deformed) to the Featured Projects area; it's a vehicle simulator
running on OGRE with a CAVE interface, and features dynamic mesh
deformation based on collisions. Panels buckle, glass smashes, it looks
very realistic indeed. There is also a short video sequence available
from the D4MD forum thread. Amazingly, this was the work of a 2-person team on a final year computer engineering course.

OGRE 1.0.3 [Azathoth] Released!

A new maintenance release of the stable 1.0.x branch of OGRE (codename 'Azathoth') is now available for download.
There are new source packages, Visual C++ dependencies, SDKs, and
several tool updates, so be sure to check out all the download
categories. A full rundown on all the fixes and non-interface breaking
enhancements contained in this release is available in the full detail
of this posting.

In case any of you didn't already know, the next major version of OGRE
(1.1.x, codename 'Dagon') is being developed in parallel to the stable
branch. Major enhancements and of course all interface-breaking changes
are going into that branch, and you can keep an eye on the roadmap on
the Dagon wiki page. We keep these development branches separate to guarantee stability and bugfixes to those using 1.0.x.

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Jeff ‘nfz’ Doyle joins the OGRE Team

I'm pleased to announce that Jeff Doyle (aka 'nfz') has joined the core OGRE Team.
nfz will be well known to those who frequent the forums often (where
he's been an MVP for a while), and has in fact been tinkering with OGRE
since way back at v0.11 (several years ago now). Many of you will have
benefitted from his prior work on GLSL, ATIFS, and most recently his
material enhancements which are going into Dagon, as well as all the advice he gives to users on the forums and on IRC. Welcome!

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More Featured Project Updates

A couple more featured project updates of note:

  • Antharia has
    been added; some frankly beautiful landscape shots which benefit from a
    'painting style' post-filter. Yes, these are realtime.
  • A couple of new shots have been added to the Ankh page

Once more I'm impressed by what our users come up with – we thank
them for showing what OGRE can do and giving us things to gawp at.

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