BaseWhiteNoLighting material file - Ogre Forums Code: Select all With all default values that Ogre is passing through material BaseWhiteNoLighting { receive_shadows on transparency_casts_shadows off technique { lod_index 0 scheme Default pass { lighting off max_lights 8 start_light 0 iteration once point_size 1 point_sprites off point_size_attenuation off point_size_min 0 point_size_max 0 scene_blend one zero depth_check on alpha
Ogre Forums - Index page [News] Ogre-Next 3 0 0 Eris released: dark_sylinc: Wed Oct 16, 2024 1:25 am: 6 times this year: Announcements News Information: Can't make minimal material work: rpgplayerrobin: Sat Jun 14, 2025 1:07 pm: 2 times this month: Help: please explain Ogre lighting model: paroj: Fri Jun 13, 2025 11:58 am: 2 times this week: Help
OpenSceneGraph vs. OGRE. - Ogre Forums I've also looked at OSG a bit before Ogre, and found the scene graph not that different from Ogre The aims of both engines are quite different though Ogre: - Optimized for utilizing all the fancy GL features like hardware vertex buffers supported by mainly ATI, NV and mainstream cards - Supports GL and D3D
Ogre3d Performance - Ogre Forums Ogre is amazing and has a lot of features that make it easy to do things like animate a character, cast different types of shadows, load and render meshes, display particle systems, and render advanced materials - but it is only a rendering engine, not a game engine
Help - Ogre Forums Ogre Tutorials: Terrain, Sky and Fog - Terrain::getLayerBlendMap mLayerBlendMapList Segmentation Fault by niceprogrammer » Tue Mar 11, 2025 5:30 pm 9 Replies
creating a 3d scene from gltf assets - Ogre Forums I have seen that Ogre has chosen to go with Bullet Physics instead of the newton dynamics for what it concerns the rigid body collisions and kinetics Considering that I still need to fully understand if it is a good practice to create an entity node pair for the terrain from a gltf asset I would like to ask you if there is a better procedure
OgreKit *Update*: Bullet, Ogre, LUA, reading . blend OgreKit is based on Ogre 1 7 trunk, Bullet physics, LUA scripting and reading all data directly from Blender blend files (next year also fbx and bullet) Precompiled Windows and Mac OSX binaries, as well as full source code with cmake support are available here