Codename Cerberus
For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2
- [GL3+] sRGB RenderTextures were forced to always on
- Fix crash when hitting cancel in the config dialog
- Add CompositorWorkspace::getDefinition()
- Fix crash at shutdown if Compute Shaders are used
- Fix improper destruction of HlmsCompute
- Fix dangling pointers after calling destroyTexBufferView
- Fix broken IFD generation when using isotropic VCT
- fix RaySceneQuery distance calculation
- [D3D11, Metal] Noise wasn't being applied to SSAO
- Improved performance of < operators
- Fix multiple issues with < operator (Strict Weak Ordering)
- Fix caches going haywire due to uninitialized padded bytes
- EMISSIVE texture is missing in HlmsJsonPbs::loadTexture()
- Fix for FREEIMAGE_COLORORDER_RGB
- [Metal] Viewport needs to be set again after endRenderPassDescriptor
- Fix corrupted textures in TextureBaking & UpdatingDecalsAndAreaLightTex
- Fix HW morph animations not working with any advanced feature
- [GL3+] Fix glitched textures in old GPUs (OGL 3.x)
- Fix incorrect window texture resolution in windowed mode in OpenGl
- Detect failure to create Dependency directory symlink
- Fix crash at shutdown in TextureUnitState
- Fix bug with compositor texture referenced from TextureUnitState
- StagingBuffer's mLastUsedTimestamp must be uint64
- Fix variable that should be uint64
- fixed HlmsPbsDatablock::cloneImpl()
- Fix crash using a v1 Entity with both pose and skeletal animations
- Added normal map support for old-style BC3 normal maps
- [Windows] Fix Window::reposition swapping top and left params
- Added ability to remove RTVs from Compositor Node definitions
- [D3D11] Fix D3D11Window::isClosed always returning true (#113)
- Fix DLL dependencies not being copied during build (#104)
- Fix OpenVR dlls not getting copied on build
- Fix CMake error
- Removed OIS dependency
- Removed Cg plugin
- [mingww64] Fix crash while loading any texture
- [D3D11] Fix compiler error on IFD Visualizer shader on modern HLSL
- Fix Forward+ overriding shadow casting lights' visibility