Ogre Progress Report: June 2015

A little late report. We know we missed April & May in the middle. But don’t worry. We’ve been busy!

So…what’s new in the Ogre 2.1 development branch?


1. Added depth texture support! This feature has been requested many times for a very long time. It was about time we added it!

Now you can write directly to depth buffers (aka depth-only passes) and read from them. This is very useful for Shadow Mapping. It also allows us to do PCF filtering in hardware with OpenGL.

But you can also read the depth buffers from regular passes, which is useful for reconstructing position in Deferred Shading systems, and post-processing effects that need depth, like SSAO and Depth of Field, without having to use MRT or another emulation to get the depth.

We make the distinction between “depth buffer” and “depth textures”. In Ogre, “depth textures” are buffers that have been requested to be read from as a texture at some point in time. If you want to ever use it as a texture, you’ll want to request a depth texture (controlled via RenderTarget::setPreferDepthTexture).

A “depth buffer” is a depth buffer that you will never be reading from as a texture and that can’t be used as such. This is because certain hardware gets certain optimizations or gets more precise depth formats available that would otherwise be unavailable if you ask for a depth textures.

For most modern hardware though, there’s probably no noticeable performance difference in this flag.