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 actually try i hope it's ok 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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
