Yes, this is the extra library project I’ve been working on recently:
There are more details in my OGRE Forum post, but I’m pretty sure you can guess what it does
I’m pretty pleased with the shots & speed so far, although I’m refining it more all the time. I’m currently in a closed beta phase with a client, so no demos yet.
I’ve written this in partnership with IDV (creators of SpeedTree), who have been very helpful. I’ve spent quite a bit of time on doing this ‘right’, choosing to take the high road of writing a completely native Ogre implementation from scratch rather than adapting the reference application, and I hope that over time, SpeedTree and OgreSpeedTree will become components of choice for those Ogre users who are looking for top-quality foliage rendering.
I’ll have this with me at Siggraph if you want to see it running, just drop me an email at steve at torusknot dot com.
SpeedTree® is a registered trademark of Interactive Data Visualisation, Inc. All rights reserved.











August 8th, 2008 at 2:47 pm
Aah SpeedTree and Ogre, yes get in!!
August 8th, 2008 at 2:55 pm
Nice! You know how highly I think of SpeedTree and it’s great you’ve managed to integrate this. Should be good for Ogre
I didn’t realise the pricing for SpeedTree was so low.
Now as I mentioned some time ago we need more SpeedTree-like libraries for other parts of the world generation to get costs down and production values up for next gen titles…
[)amien
August 8th, 2008 at 3:51 pm
Awesome! Now if I could only convince my employer to write games instead of air traffic management systems!
August 8th, 2008 at 7:04 pm
Wow, there is a lot of win contained in those pictures. Nice going Steve! Great addition to Ogre!
August 9th, 2008 at 6:22 am
Jup, thats cool! And not even to far beyond what I would call “affordable” =)
August 10th, 2008 at 1:58 pm
Nice work and another great possibility added to Ogre!
August 12th, 2008 at 8:50 am
Really cool project, especially for the OGRE brand. Maybe I oversaw it, but could you post some videos of these shots, when you’re back?
August 12th, 2008 at 4:13 pm
This is great with Ogre, as I am big fan of Foliage rendering in games. I still could not hink that such high quality trees were possible with speed tree. Reason for such observation was not so good trees in unreal Tournament 3 and I was still npt satisfied with Oblivion tree quality. Though my first choice is still Crysis trees. But as a middleware speed tree is cost to return value ratio is really unbeatable.
Not to mention these screenshots of ogre with Speed tree is beyond my any expectation. Really nice work. Amazing. Congratulations on this achievement.
Have u seen OpenGL 3 specs. Almost everybody seems angry. But really there is no other choice on linux.
August 17th, 2008 at 4:17 pm
[...] I’ll skim and try to pick out anything important. My focus for the coming week will mostly be OgreSpeedTree and getting Ogre 1.6 even closer to RC status. The Google Summer of Code also finishes this week so [...]
August 23rd, 2008 at 4:56 pm
[...] recently, plus the fact that I’d been manually turning it on in the NVIDIA control panel for OgreSpeedTree, I figured I might as well add proper support for [...]