Hi, At the end of this post you can find a post I posted just earlier to realxtend-dev. There is some old test code already in Naali. In order to get them work you must complete (at least) the following tasks in order to start testing with Hydrax: 1. Build/get precompiled Hydrax. I would recommend building it yourself because you might need to do some modifications to the source code of Hydrax also. 2. Include&link Hydrax from EnvironmentModule CmakeLists.txt. 3. Set the HYDRAX preprocessor define to 1 from root CMakeLists.txt. 4. You can find some old Hydrax test code from files EC_OgreEnvironment.h & cpp.
The coordinate axis between Ogre and OS maps as follows: OpenSim XYZ == Ogre YZX Hello all, Since the developer of Caelum, the plug-in we currently use in Naali for dynamic environmental lightning among others, has announced a while back that he will not continue the development of the system (1) I have started to investigate other options for environmental lightning and whatnots. A while back I stumbled across SkyX (2) which looks very promising even though it's currently only version 0.1. The creator of Skyx is the same guy who has been developing Hydrax (3) so there is are significant synergy benefits compared to the case Caleum+Hydrax I tried in the past; Caelum and Hydrax could work together (4), but it would require modifying source codes, materials and shaders of both systems . And since we already have problems with some Caelum components (e.g. clouds) the nature of work could be a bit too much for vain. Link for showcase of Hydrax+Skyx (5). I'm going to devote few hours/days during the Christmas holidays for this research and I'll let you know what I think of it next early year. I think the following phases can be identified when considering the task for integrating both Hydrax and SkyX to Naali: (I haven't looked any of the Hydrax code for few months now and just quickly glanced through SkyX code so all of my assumptions may not be 100% accurate) 1. Modifying the logic code to support OpenSim coordinate axis 2. Modifying shaders to support OpenSim coordinate axis 3. Porting shaders from HLSL to Cg for cross-platform compatibility. 1) http://www.ogre3d.org/addonforums/viewtopic.php?f=21&t=10815 2) http://www.ogre3d.org/forums/viewtopic.php?f=11&t=48414 3) http://www.ogre3d.org/addonforums/viewforum.php?f=20 4) http://www.ogre3d.org/addonforums/viewtopic.php?f=20&t=8458 5) Hydrax + SkyX: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=52166 YouTube video: http://www.youtube.com/watch?v=FL02s_MGIQc Greys skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org
