Good evening,
hmmm ok i have all now (finalyyyyyy this damn visual studio i found
the demo and install it).
ok i have just test to mod hydrax (0) to hydrax (1) inside the
cmakelists.txt
and  run cmake hmmm of course errors :)

ok now i have done :
1)
3)
4)
about 2) i can't found environnementmodule.... only the one you need
to leave.(sorry my language is french here) i'm probably lost a few or
i diond't understand enough well

:i have found on the .txt :

add_subdirectory (EnvironmentModule)

and hmmm i need to search your links better i actually can't found
were to put the soruce code of hydrax.

thanks again for the help it's very welcome.



On 10 déc, 18:43, Ali Kämäräinen <[email protected]> wrote:
> 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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