Automatic use of particle pooling for maximum performance Systems can be defined in text scripts for easy tweaking.
Multiple shadow rendering techniques, both modulative and additive techniques, stencil and texture based, each highly configurable and taking full advantage of any hardware acceleration available.Hierarchical scene graph nodes allow objects to be attached to each other and follow each others movements, articulated structures etc.Several example plugins demonstrate various ways of handling the scene specific to a particular type of layout (e.g.Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation Highly customisable, flexible scene management, not tied to any single scene type.Generic animation tracks can accept pluggable object adapters to enable you to animate any parameter of any object over time.Animation of SceneNodes for camera paths and similar techniques, using spline interpolation where needed.
Progressive meshes (LOD), manual or automatically generated.Biquadric Bezier patches for curved surfaces.Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings.Easy to use projective texturing support.Textures can be provided and updated in realtime by plugins, for example a video feed.Load textures from PNG, JPEG, TGA, BMP, PVRTC, KTX or DDS files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures.Material LOD support your materials can reduce in cost as the objects using them get further away.Support for multiple material techniques means you can design in alternative effects for a wide range of cards and OGRE automatically uses the best one supported.Multiple pass effects, with pass iteration if required for the closest ‘n’ lights.Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware or for lower cost materials.Supports vertex and fragment programs (shaders), both low-level programs written in assembler or SPIRV, and high-level programs written in Cg, HLSL or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc.
Powerful material declaration language allows you to maintain material assets outside of your code.Builds on various compilers such as MSVC, GCC 4.8+ or Clang.
Windows (all major versions & WinRT), Linux, Mac OSX, Android and iOS support.ES2, ES3 and OG元+) and WebGL (Emscripten) support