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

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