[Implemented] OGRE 1.6.0 Final ('Shoggoth') Released

Got an idea for enhancing PureBasic? New command(s) you'd like to see?
User avatar
IceSoft
Addict
Addict
Posts: 1683
Joined: Thu Jun 24, 2004 8:51 am
Location: Germany

[Implemented] OGRE 1.6.0 Final ('Shoggoth') Released

Post by IceSoft »

see here: http://www.ogre3d.org/

OGRE v1.6 as the new, official stable version for all users. If you haven't upgraded from v1.4.x yet, now would be a good time to start investigating whether you want to (hint: you probably do), and you should consult the Porting Notes for tips on how to do so. Here's a reminder of the main new feature points in v1.6 over v1.4:

* New more powerful script compilers
* Geometry shaders in OpenGL
* Antialiasing on render textures as well as windows
* sRGB gamma correction
* Alpha to coverage support
* New 'Portal Connected Zone' SceneManager
* Parallel-Split Shadow Map support
* Improved tangent generation
* Skeletal blend masks
* New background loading options
* Custom memory allocator support

That's just a selection though, the full list can be found in the Changelog. If you adopted 1.6.0 RC1, you might be interested in what has changed since then.
Belive! C++ version of Puzzle of Mystralia
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
KatSeiko
New User
New User
Posts: 7
Joined: Thu Sep 25, 2008 12:47 am
Location: Between keyboard and chair

Post by KatSeiko »

Is it me or do they change the source files with every release?

If OGRE is unable to stick to the specifications of a source file, maybe PureBasic should think about using some other way to render 3d... I can use .3ds files from 3 years ago to render something in <add AppName here>, but as soon as it comes to OGRE - as soon as I want to use a .mesh that's just 2 weeks old... *sigh*

>This< would be cool if we could have it in PureBasic... (Presentation from CCP at FanFest 2008)
Post Reply