[News] Ogre 2.1 now publicly available (previously AZDO)

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[News] Ogre 2.1 now publicly available (previously AZDO)

Post by spacegaier » Mon Feb 09, 2015 11:31 am

Hi everybody! It's me, Matias aka dark_sylinc!

Time to give a progress report:
At the time that I am writing these lines, I am making the final preparations for publicly releasing the AZDO branch aka "Ogre 2.1" (still unnamed as of yet). This doesn't mean it's ready / finished, but rather that it becomes public, as there has been a lot of development that has been done behind closed doors.

The relevant pull-request and merge can be found here: Ogre v2-1 branch creation / pull-request
The new branch itself is here: Ogre v2-1 branch

You can also follow my current ToDo list on my trello board.

[...]
Full blog post with detailed status report: http://www.ogre3d.org/2015/02/09/ogre-2 ... zdo-branch
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Re: [News] Ogre 2.1 now publicly available (previously AZDO)

Post by Suslik » Sat Feb 14, 2015 7:25 pm

Hype! Any reports on stability/usability/performance?
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Re: [News] Ogre 2.1 now publicly available (previously AZDO)

Post by spacegaier » Sat Feb 14, 2015 7:51 pm

Ogre 2.1 is still very much work-in-progress (alpha) and therefore there are quite a few quirks/bugs to iron out, but given that more and more people are giving it a try to familiarize themselves with the future, stability is increasing basically daily.

Regarding performance: Matias in the past posted some interesting first benchmarks on his blog, but those might not be accurate anymore. Best to wait for Matias to comment in that regard.
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Re: [News] Ogre 2.1 now publicly available (previously AZDO)

Post by dark_sylinc » Sat Feb 14, 2015 8:10 pm

Regarding stability: Quite good. Improving every day. Besides the bugs that get noticed and fixed within the same day, there are ocassional "quircks" that you may have to get used to, so it's good if you keep up to date with my twitter, posts, docs; examples: if you place a v2 object in a v1 render queue or vice versa it will probably crash without telling you why (however this is easy to notice once you hook the debugger); also as mentioned in the post; setting the Hlms material via pointer to a Billboard may cause a crash if the Billboard didn't yet create the vertexData pointer; and thus in this case you should set the material by name.
These aren't show stoppers, but some people may get annoyed that you have to spend 2 mins of your life to workaround them.
Codebase also may be changing over time because we're continously working on it. Usually there are no longer ground breaking changes anymore; but beware it may happen.
Also, not all HW is being able to run our GL3+ RenderSystem; sometimes because of driver issues (particularly on pre-DX11 hardware). This has been mentioned in the post.

Usability: The "quircks" mentioned above obviously affect usability since they're nuisance; but on the bright side, the Hlms is very easy to use and very powerful; and handles a lot of things for you automatically so that you don't have to worry about anymore (like writing shaders, keeping track of shadow casting materials, hw skeletal animation, normal mapping)

Regarding performance: Fastest Ogre version we ever had. By far.
Want numbers? 50k draws at 60fps on Intel Core i5 4460 3.2Ghz, AMD Radeon HD 7770.
spacegaier wrote:Regarding performance: Matias in the past posted some interesting first benchmarks on his blog, but those might not be accurate anymore. Best to wait for Matias to comment in that regard.
I don't remember posting 2.1 numbers on my blog. They were all 2.0 IIRC.

My only recommendation is that you try it and see it for yourself; and see if it check it satisfies your needs (i.e. any functionality that you want to use isn't missing).
If you're past 50% production, I would not advise moving to 2.1; lots of changes and not fully stable.
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Re: [News] Ogre 2.1 now publicly available (previously AZDO)

Post by Suslik » Sat Feb 14, 2015 9:22 pm

I'm currently at a very early stage of production. Namely we're currently choosing an engine to migrate to, and I'm making an alpha version of renderer for our product based on different engines to compare them and choose the most suitable. Already tried Ogre 1.9, 2.0 and Open Scene Graph. So it's a no-brainer for me to try 2.1 as well. However, I'll need some GUI implemented like CEGUI or MyGui and that's the only thing that may hold me back from migrating to 2.1 asap.
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Re: [News] Ogre 2.1 now publicly available (previously AZDO)

Post by dark_sylinc » Sat Feb 14, 2015 10:24 pm

Suslik wrote:However, I'll need some GUI implemented like CEGUI or MyGui and that's the only thing that may hold me back from migrating to 2.1 asap.
I've heard MyGui has been ported to 2.0. If you let it run in its own render queue on legacy mode that port might work as-is (or by just changing all materials by an unlit hlms definition).
Can't guarantee it will work though, but it's worth a shot. I haven't exactly focused myself on Gui.
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