| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| README.md | 2026-01-10 | 7.0 kB | |
| v14.5.0 source code.tar.gz | 2026-01-10 | 94.1 MB | |
| v14.5.0 source code.zip | 2026-01-10 | 96.2 MB | |
| Totals: 3 Items | 190.3 MB | 0 | |
Highlights
- Correct Colors: Automated Linear Workflow
- Unifying Shader Precision: Relaxed Precision Support
- multisampled MRT support on GL3/ GLES2 RenderSystems
- Cg now supports HLSL parameter, for easier porting
- Numerous underlying performance optimizations
What's Changed
- Main
- add support for multisampled textures
- AutoParamDataSource - add fastpaths for Light arrays
- clean RSC_RTT_ naming, deprecate unused flag
- ColourValue - add gammaToLinear
- Compositor - only swap on last consecutive target pass
- DepthBuffer - deprecate changing poolId
- GpuProgramParams - simplify _copySharedParamsToTargetParams
- add GpuProgramParameters::setUseLinearColours
- Pass - inline the trivial GpuProgram aliases
- QueuedRenderableCollection - workaround crash on dead pass
- RenderQueue - clean up material loading
- RenderSystem::initialiseFromRenderSystemCapabilities is now optional
- RenderSystem - use more specific depth pools
- replace DepthBuffer::POOL_ by RBP_ flags
- Resource - buffer a copy of ListenerList before iterating callbacks so it can be modified by the callbacks
- Resource - fire preparingComplete() callback when preparing in load().
- SceneManager
- call _beginFrame before clearing
- clean up destroySceneNode overloads
- disable depth writing for sky box material as well
- disable per-renderable lights by default
- drop unused destroyShadowTextures()
- more descriptive ShadowTexture naming
- shadow textures should be always created
- convert clear colour for HardwareGamma targets
- Script - deprecate shared_param_named in favour of param_named
- TextureShadowRenderer - notify SM about tex creation
- TextureShadowRenderer - simplify NullShadowTexture creation
- Viewport - deprecate clear()
- Material: make recompile equivalent to unload
- Light - default to quadratic spotlight falloff
- CMake
- comment out Cg on Win32, so SDK starts without Cg installed
- comment out D3D9 on MSVC, so SDK starts without DX SDK installed
- Dependencies: Upgrade SDL2 to 2.32.10 (#3482)
- RTSS
- add sampler param to metal_roughness
- add tex_coord_set param to metal_roughness
- annotate some calculations as highp
- cloneShaderBasedTechniques - ensure prepare works
- enable use relaxed precision on D3D11
- implement uv mixing for FFP texturing
- justify fixed reflectance
- make uvmixing more customizable
- PerPixelLighting - use highp for specular highlights
- add FFP_PS_PBR_LIGHTING enum values
- do alpha testing right after texturing
- add macros to fully operate in linear colour mode
- allow shaders to target a linear colour space for sRGB
- UnifiedShader
- allow relaxed precision on D3D11
- only enable highp, when it is safe
- refactor and document f32vecN
- also use relaxed precision on Vulkan
- Bites: add support for joysick buttons and joystick hat. (#3528)
- MeshLOD: OutputProviderBuffer - fix segfault
- Overlay: relax Z-Ordering to improve batching
- HighPy: allow using entities
- Paging: Prevent page unload crash
- Bullet
- KinematicMotionSimple: provide more information about body status
- Bullet: build without "_Debug" postfix so find_package finds it (#3475)
- Remove heightmap colliders from visualization
- Support manual narrow phase for ghost objects
- track floor
- Terrain
- fix D3D9 error when rendering the composite map
- get rid of WorkQueue::Request wrapping
- use future instead of a spinlock to wait for derived data
- respect linear colours RTSS setting
- enable composite map gamma if needed
- Codecs
- STBI - fix buffer size when conversion is needed for encode
- RsImage - add webp to supported formats
- Assimp
- correctly read UV >0 data
- support multiple UV layers (#3468)
- DotSceneLoader
- implement prefix to load scene more than once
- allow working without RenderSystem running
- Cg:
- allow processing preprocessor_defines
- correctly map ps_2_x
- handle "target" as an alias to "profiles"
- GLSupport
- add getActiveRenderTarget & bindRenderTarget
- bindSurface - correctly restore previous target
- drop destroyRenderWindow
- replace RBKey by HashCombine
- unify GLFBORenderTexture
- unify GLMultiRenderTarget
- Win32 - do not override mDepthBufferPoolId
- GL*
- replace local msaa renderbuffer by respecting poolId
- use lazy FBO creation to source fsaa from target surface
- Window - use RBP_NONE instead of a dummy depth buffer
- drop misleading comments
- GL3Plus
- autodetect shader sampler bindings
- use delayed shared_params binding
- do not create empty HW shared_params
- GLSL - respect shader defined buffer binding points
- allow multisampled MRTs
- GLES2
- allow multisampled MRTs
- renderbuffers with different resolutions are allowed with 3.0
- GLES2/ GL3+: invalidate render buffers when possible
- GL: avoid warnings when using Copying and PBuffer RTT
- D3D11
- use delayed shared_params creation
- HLSL - correctly handle MIN16FLOAT
- HLSL - fixed bad dealloc (#3451)
- reapply scissor rects, when switching render target
- Vulkan
- drop unused textype to view mapping
- fix Window resizing on Xlib
- Window - fix hwGamma not being properly reported
- Docs
- fix PixelFormat documentation
- improve WorkQueue documentation
- RenderTarget - update effects of swapBuffers
- update destroySceneNode docs
- Samples
- allow using NightVision and OldTV as hlsl
- clean-up bump mapping materials
- clean up Examples/Athene/NormalMapped mat
- CSM - allow running as HLSL
- Deferred - fix GLES precision issues
- Deferred - fixup after using unified shader
- Deferred - workaround for deleted passes in render queue
- drop unused StdQuad_Tex3/4
- fix LightShafts crashing
- GaussianSplatting - use generic sorting
- port HDR to unified shader
- SSAO - merge HLSL and Cg shaders
- Tests
- PlayPen_VertexTexture does not run on glsles
- convert NonUniqueResourceNames VTest to Unit Test
- convert SerialisedColour VTest to Unit Test
- VTests
- always use OgreVTests as app name
- ensure MSN_SHADERGEN is used when needed
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