It has been quite a bit longer than planned since the last progress report, but a new one was finally released now...with new shiny screenshots, so check it out! And thanks to Matias as usual.
Direct link: http://www.ogre3d.org/2015/07/08/ogre-p ... -june-2015
[News] Ogre Progress Report June 2015
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[News] Ogre Progress Report June 2015
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Re: [News] Ogre Progress Report June 2015
Thank you!
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
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Re: [News] Ogre Progress Report June 2015
What of ogre 1.10? I basically need Ogre Original plus (working) DX11. Waiting for at least an RC.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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Re: [News] Ogre Progress Report June 2015
So... Ogre 1.10? Any plans for a RC or anything? Anyone?
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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Re: [News] Ogre Progress Report June 2015
Yeah the way that Ogre team is taking is not clear. Should we expect to get 1.10, 2.0 or 2.1 as release ? It's look like you're working on the triple in the same time.mkultra333 wrote:So... Ogre 1.10? Any plans for a RC or anything? Anyone?
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https://github.com/xsilium-frameworks
https://github.com/xsilium-frameworks
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Re: [News] Ogre Progress Report June 2015
A little late reply, but for the record:xelfe wrote:Yeah the way that Ogre team is taking is not clear. Should we expect to get 1.10, 2.0 or 2.1 as release ? It's look like you're working on the triple in the same time.
I, dark_sylinc/Matias, am working on the 2.1 branch exclusively. I care very little about 1.x branches anymore. However other team members still work on 1.10 regularly due to it being integral to their business (large code bases built on 1.x), hence it's still being maintained to enhance a few features while having the broadest compatibility (since 1.10 supports really old HW).
Another of the members has begun to slowly adopt 2.1 and away from 1.10.
The 2.0 branch sits in the middle between 1.10 and 2.1. It's only a good branch for exclusively doing the following:
- Porting to 2.1 from 1.x branches in small increments because it is still very similar to 1.10. The biggest change is the Compositor. Porting to 2.0 first lets you test whether you're in good track, check the compositor code, the small scene management differences, before moving on to the greater change that are introduced with 2.1.
- You're close to finishing your product and you're having trouble with performance. Ogre 2.0 is much faster at frustum culling and updating the SceneNodes, also has a smaller memory footprint for Entities and Nodes. If you're having performance issues in those areas, Ogre 2.0 is great to get a speed boost.
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Re: [News] Ogre Progress Report June 2015
It is possible to get a last Progress Report of Ogre till the end of the year?
I am totally not aware in which state OGRE right now is. It is finished and stable? Things like that...
I am totally not aware in which state OGRE right now is. It is finished and stable? Things like that...