How to Install and Uninstall libOgreRTShaderSystem1_9_0 Package on openSUSE Leap

Last updated: May 17,2024

1. Install "libOgreRTShaderSystem1_9_0" package

In this section, we are going to explain the necessary steps to install libOgreRTShaderSystem1_9_0 on openSUSE Leap

$ sudo zypper refresh $ sudo zypper install libOgreRTShaderSystem1_9_0

2. Uninstall "libOgreRTShaderSystem1_9_0" package

Learn how to uninstall libOgreRTShaderSystem1_9_0 on openSUSE Leap:

$ sudo zypper remove libOgreRTShaderSystem1_9_0

3. Information about the libOgreRTShaderSystem1_9_0 package on openSUSE Leap

Information for package libOgreRTShaderSystem1_9_0:
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Repository : Main Repository
Name : libOgreRTShaderSystem1_9_0
Version : 1.9.0-bp153.1.22
Arch : x86_64
Vendor : openSUSE
Installed Size : 1,3 MiB
Installed : No
Status : not installed
Source package : ogre-1.9.0-bp153.1.22.src
Summary : Ogre Runtime Shader System
Description :
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented 3D engine.
This component is used to generate shaders on the fly, based on object material
properties, scene setup and other user definitions.
* Runtime shader generation synchronized with scene state. Each time scene
settings change, a new set of shaders is generated.
* Full FFP (Fixed Function Pipeline) emulation. This feature is most useful
combined with render system that does not provide any FFP functionality
(OpenGL ES 2.0, D3D10, D3D11, etc.).
* Shader language independent interface: the logic representation of the shader
programs is completely independent from the target shader language.
* Pluggable interface allows extending the target shader languages set and
adding new shader-based effects to the system in a seamless way. Each effect
code will be automatically combined with the rest of the shader code.
* Automatic vertex shader compacting mechanism: no more compacting variables by
hand. In case the amount of used vertex shader output registers exceeds the
maximum allowed (12 to 32, depending on D3DPSHADERCAPS2_0.NumTemps(external
link)), a compacting algorithm packs the vertex shader outputs and adds
unpack code in the fragment shader side.
* Material script support, for both export and import.