OGRE Wiki
Support and community documentation for Ogre3D
Ogre Forums
ogre3d.org
Log in
Username:
Password:
CapsLock is on.
Remember me (for 1 year)
Log in
Home
Tutorials
Tutorials Home
Basic Tutorials
Intermediate Tutorials
Mad Marx Tutorials
In Depth Tutorials
Older Tutorials
External Tutorials
Cookbook
Cookbook Home
CodeBank
Snippets
Experiences
Ogre Articles
Libraries
Libraries Home
Alternative Languages
Assembling A Toolset
Development Tools
OGRE Libraries
List of Libraries
Tools
Tools Home
DCC Tools
DCC Tutorials
DCC Articles
DCC Resources
Assembling a production pipeline
Development
Development Home
Roadmap
Building Ogre
Installing the Ogre SDK
Setting Up An Application
Ogre Wiki Tutorial Framework
Frequently Asked Questions
Google Summer Of Code
Help Requested
Ogre Core Articles
Community
Community Home
Projects Using Ogre
Recommended Reading
Contractors
Wiki
Immediate Wiki Tasklist
Wiki Ideas
Wiki Guidelines
Article Writing Guidelines
Wiki Styles
Wiki Page Tracker
Ogre Wiki Help
Ogre Wiki Help Overview
Help - Basic Syntax
Help - Images
Help - Pages and Structures
Help - Wiki Plugins
Toolbox
Freetags
Categories
List Pages
Structures
Trackers
Statistics
Rankings
List Galleries
Ogre Lexicon
Comments
History: SkyX Wrapper for MOGRE
View page
Source of version: 13
(current)
{maketoc} !Description ((SkyX)) pretends to be a photorealistic, simple and fast __sky simulator__. This page is related to the SkyX wrapper, which allows sky simulation for ((MOGRE|Mogre)) applications. %help% Note: This wrapper wasn't updated for a longer time. Consider to use the alternative wrapper: [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=29491|MSkyX] !Features Features of SkyX: * Atmosphere manager (Atmosphere information, functions that returns the sky colour at a especified direction, ...) * Sun, Moon and star field * Layer clouds * Full volumetric cloud system * Ground atmospheric light absorcion pass (Allows you to simulate the atmospheric light absorcion in scene objects) * HDR and LDR support * Shader Model 2.0 capable (HLSL for the moment) * Full integration with ((Hydrax)) (water simulation) and code example ([http://www.ogre3d.org/forums/viewtopic.php?f=11&t=52166|HydraxSkyXDemo]) * 2 example applications: Terrain & Volumetric cloud system __Wrapper notes:__ Lot of classes are wrapped. If you need __missing methods or features__, then __just ask__ [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=13172|here] and the wrapper author (boyamer) will add them. !Authors and Support __SkyX:__ Author: [http://www.ogre3d.org/forums/memberlist.php?mode=viewprofile&u=3789|Xavyiy] Licence: Open source (LGPL licence) __SkyX wrapper:__ Author: [http://www.ogre3d.org/addonforums/memberlist.php?mode=viewprofile&u=10434|boyamer] (Amer Koleci) Licence: Open source (MIT licence) __Support:__ [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=48414|Forum thread] for SkyX [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=13172|Forum thread] of the Mogre wrapper For questions, please use the public forum threads. !Screenshots {IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/1_.png")}{IMG} {IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/2_.png")}{IMG} {IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/3_.png")}{IMG} {IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/5_.png")}{IMG} {IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/6_.png")} {IMG}{IMG(src="http://modclub.rigsofrods.com/xavi/SkyX/6_.png")}{IMG} !Videos {YOUTUBE(movie="http://www.youtube.com/watch?v=FL02s_MGIQc",width="640",height="420",allowFullScreen="y")}{YOUTUBE} !Download __Binary download:__ http://code.google.com/p/skyxmogre/downloads/list Just copy the compiled files into your binary directory (e.g. ''MogreSDK\bin\release''). __Source code:__ [http://code.google.com/p/skyxmogre|code.google.com/p/skyxmogre] For compilation of the source code you need to set the option "Allow unsafe code" in the project properties of Visual Studio. !Intregration How to start using SkyX wrapper for Mogre __Introduction:__ SkyX wrapper is P/INVOKE wrapper for Mogre 1.7.1. The wrapper is self included into the SkyX projects and added the export declaration. To build the wrapper you have to open SkyX project and add Mogre include path into the inclusion path and Mogre lib path into the library path, call Build and if compilation went ok under ''SkyX\SkyX\release'' you should find ''SkyX.dll''. Copy that dll into your project binary path (e.g. ''Mogre\Bin\Release'') __.NET application:__ To use SkyX into your application, copy the media files from ''SkyX\media'' into your media path. Open __resources.cfg__ and add this line to the end, referencing where your SkyX content is. Example: {CODE(wrap="1")} [SkyX] FileSystem=../../Media/SkyX {CODE} Look also to the [http://code.google.com/p/skyxmogre/source/browse/wiki/HowToStart.wiki|repository description page] - maybe it contains newer information. __Instruction of a forum post:__ You don't need to add any DLL reference to your project, just make sure the DLL is in the same directory like all your compiled .exe and .dll files (usually somewhere like bin\Debug or bin\Release) and add the files from boyamers repository (''AtmosphereManager.cs'', ''CloudLayer.cs'', and so on). These files contain the managed part (for C#) of the wrapper and contains all the functions and classes you need. !Usage Look into the source code of the demo applications. __TODO: add code snippets__ !Notes If you get this ''invalid parameters'' error in the ''ogre.log'' file {CODE(wrap="1")}23:19:46: Parsing script SkyX.material 23:19:46: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments{CODE} Then you should modify the related line of the ''SkyX.material'' file. (The line number you find in the ogre log message. In this example it's line 109.) {CODE(wrap="1")}param_named uRadius float 30000{CODE} %%% __Problems with Shadows__ ''Stencil Shadows'' are used for old hardware with fixed function pipeline, as SkyX is shader based probably there is a problem. {CODE(wrap="1", colors="c#")} ShadowTechnique.SHADOWTYPE_STENCIL_ADDITIVE; // shadows may work, SkyX BROKEN ShadowTechnique.SHADOWTYPE_STENCIL_MODULATIVE; // no shadows, SkyX BROKEN ShadowTechnique.SHADOWTYPE_NONE; // no shadows, SkyX WORKS ShadowTechnique.SHADOWTYPE_TEXTURE_ADDITIVE; // no shadows, SkyX WORKS ShadowTechnique.SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED; // no shadows, SkyX WORKS ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE; // no shadows, SkyX WORKS ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED; // no shadows, SkyX WORKS{CODE} %%% !See also * [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=29491|MSkyX] - An alternative Mogre wrapper for SkyX * ((Caelum)) - An alternative Sky simulation ** ((CaelumSharp)) - C# port of Caelum * ((Mogre Basic Tutorial 3)) - How to create a sky by Ogre/Mogre core methods (without add-on)
Search by Tags
Search Wiki by Freetags
Latest Changes
IDE Eclipse
FMOD SoundManager
HDRlib
Building Ogre V2 with CMake
Ogre 2.1 FAQ
Minimal Ogre Collision
Artifex Terra
OpenMB
Advanced Mogre Framework
MogreSocks
...more
Search
Find
Advanced
Search Help
Online Users
109 online users