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OGRE

Open-source 3D rendering engine From Wikipedia, the free encyclopedia

OGRE
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Object-Oriented Graphics Rendering Engine (OGRE) is a scene-oriented, real-time, open-source, 3D rendering engine.[2][3]

Quick Facts Developer(s), Initial release ...

Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.[3][4]

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History

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Ogre originated around 1999 from DIMClass, a Direct3D abstraction project by developer Steve 'Sinbad' Streeting. Realizing its design could be made platform- and API-agnostic, he officially registered the Ogre project on SourceForge in February 2000. Active development began that October, leading to the first functional release for Win32 and Direct3D 7 in 2001.

A major milestone was the September 2002 release (v0.99d), which established Ogre as a cross-platform engine by adding Linux support and an OpenGL renderer. This version also introduced a robust skeletal animation system, and the core development team began to expand. [5]

Further development culminated in the release of Ogre 1.0 in February 2005. The project was subsequently featured as the SourceForge Project of the Month for March 2005. [6]

In 2010, the engine's license was changed from the LGPL to the more permissive MIT License with the release of version 1.7. Streeting reasoned that a simpler license would better grow the community and encourage voluntary contributions, rather than trying to legally compel them. [7] That same year, he stepped down as project lead, citing a chronic back condition that made the required time commitment unsustainable. [8]

Since 2019, Ogre consists of two forks developed separately, namely Ogre (also called Ogre1), which is based on the original 1.x codebase and Ogre Next (also called Ogre2), which is based on the 2.x development efforts.[9]

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