Codename Baldur
First major release
For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
- Hlms (High Level Material System) to generate shaders automatically. Replaces RTSS and manual shaders
- PBS - Physically Based Shading
- New Compositor. More flexible, faster and powerful
- Refactored Ogre 1.x to increase performance by several factors; using cache friendly techniques (Data Oriented Design), SIMD instructions, AZDO (Aproaching Zero Driver Overhead), auto instancing, and multithreading
- Windows Vista/7/8/10 support, macOS via Metal and OpenGL, iOS via Metal, Linux via OpenGL
- Many new features: Area lights, Parallax Corrected Cubemaps, Forward Clustered lights, HDR, Exponential Shadowmaps and more
Relevant posts:
- https://www.ogre3d.org/2015/02/09/ogre-2-1-now-publicly-available-previously-dubbed-azdo-branch
- https://www.ogre3d.org/2015/03/05/ogre-progress-report-february-2015
- https://www.ogre3d.org/2015/04/05/ogre-progress-report-march-2015
- https://www.ogre3d.org/2015/07/08/ogre-progress-report-june-2015
- https://www.ogre3d.org/2016/01/01/ogre-progress-report-december-2015
- https://www.ogre3d.org/2016/03/14/ogre-progress-report-march-2016
- https://www.ogre3d.org/2016/12/23/ogre-progress-report-december-2016
- https://www.ogre3d.org/2018/01/01/ogre-progress-report-december-2017