The Irrlicht Engine is a high performance real-time 3D engine written and usable in C++, and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL, and its own software renderer.
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该版本修正了最新的主要版本一些错误,包括在碰撞试验的aabbox减少,导致严重的错误渲染速度。此外,在Mac OS X编制问题已得到解决。
This version fixes a few bugs of the latest major release, including a severe bug in the aabbox collision test that causes reduced rendering speed. In addition, a compilation problem on Mac OS X was corrected.
此版本增加了几何着色器,多重渲染目标(地铁)的支持下,有可能获得纹理mipmaps,并提供定制mipmaps,对食人魔的支持。网格式的动画,复合肥(星云设备档案)文件格式加载,Bzip2与支持,以及压缩算法为AES加密,支持在Mac OS X对外的窗口,更大量。
This release adds Geometry shaders, Multiple Render Target (MRT) support, the possibility to access texture mipmaps and to provide custom mipmaps, support for Ogre .mesh format animations, NPK (Nebula device archive) file format loading, Bzip2 and LZMA support as well as AES encryption, supporting external windows in Mac OS X, and a lot more.
This version contains a lot of bugfixes and corrections, like improvements in the GUI environment, lightmap rendering and DMF loading, and keyboard mapping under Linux.
This is a maintenance release to the 1.5 branch of the Irrlicht engine and contains several updates and bugfixes related to terrain smoothing, joystick support, OS/XCode updates, and MS3D loader fixes.
This release includes new features such as new mesh and image loaders (.PLY mesh loader, .RGB, .RGBA, .SGI, .INT, and .INTA textures), new material properties ColorMask, Mipmap LOD, depth test function, AlphaToCoverage, selective Anti-Aliasing, new console device and the possibility to create different devices from the same library, an OverrideMaterial for changing material properties globally, a new Filesystem with tighter integration of different archive types (ZIP, TAR, etc), and an improved software rendering engine.