We just tagged the Ogre 1.12 release, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release. This release represents 1 year of work from various contributors when compared to the previous 1.11 release. Compared to the last Ogre 1.11 release (1.11.5), however we are only talking about 4 months. Here you will mainly find bugfixes and the architectural changes that justify the version number bump.
For source code and precompiled SDKs, see the download page. Currently the Android is still missing. We will update the download page as it becomes available.
Those of you who have been around Ogre for some time might remember that back in 2018, we conducted a survey about our user base. The results of which can be found here.
As we have started the 1.12 development cycle we would like to assess to correctly emphasize the development and ideally drop some barely used features that will free resources for more important things.
So for the next four weeks until the 27th of March, 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 11 questions. It should not take up much time since most of the questions are simple checkbox or radio button questions.
The 1.11.5 release marks the final (planned) release for the 1.11 series and kicks off the 1.12 cycle that will allow us to break the API. As announced in the mid-term report we will drop some of the deprecated functionality.
But the 1.11.5 release has also some highlights on its own, namely
Sampler Objects are Script-User visible and therefore we will describe them in more detail. Essentially they store all parameters controlling how Texture data is fetched. Previously those were scattered around TextureUnitState (TUS).
Now you have separate, named Objects that are created by the TextureManager. This allows you to quickly change the settings for all associated Textures. Typically you have many Textures but only a few sampling states in your application.
We also use this mechanism inside Ogre to providing a DefaultSampler object which is shared by all TextureUnitStates. Calling MaterialManager::setDefaultTextureFiltering now simply modifies this DefaultSampler. If you modify one of the sampler parameters via the existing TUS API, we transparently create a new Sampler for this Unit – which results in a much cleaner implementation compared to the various flags used before.
Note that this script will work across all RenderSystems as the (GLSL/ HLSL) shaders will be auto-generated.
Additionally there is now a new “compute” compositor pass for explicitly dispatching compute shaders
// just do normal rendering
// execute compute shaders post-render
thread_groups 16 16 1
where the Compute/Compositor material has one or more compute only passes, which can access any of the global auto-constants. Note that binding textures for UAV read/ write is not yet possible through scripts yet.
Vector2, Vector3 and Vector4 are now just typdefs of the Vector<N, type> template. (e.g. Vector3 is Vector<3, Real>)
This allows you to use custom Vector types and is the first step to combat the Real type abuse in the code-base; initially the Real typedef was introduced as a configuration option for SceneNode calculations with double precision.
However at some point Real started to be used instead of float everywhere, but for most part the type must be float and not double. E.g. meshes are always stored at float precision as most RenderSystems did not support it double precision. Therefore all code interacting with meshes should work on floats exclusively (sparing some dot operations with large numbers).
Probably the biggest strength of Ogre 1.x is the legacy of content creation tools and addons. At this, the tools promoted at OGRECave were updated to work with 1.11 / strict resource lookup.
Here the ogre-ffmpeg-videoplayer was dropped and replaced by the ogre-video plugin (aka TheoraVideoSystem) due to small footprint and better Ogre interop.
Furthermore there are two notable additions;
This is a tool for creating procedural space skyboxes with stars and nebulas using the layer pardigm known from most graphics programs:
Getting it running with 1.11 only required minimal porting and importing/ exporting is fully functional.