Hi all,

osgNV 0.6.2 has been released today, with the integration of the latest Cg
2.1 runtime, including a new resource manager, new profiles, the support of
geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
buffer uniforms class (cgSetBufferParameter) and related examples.

Another important feature of the new release is a preliminary integration of
OSG and PhysX libraries, which makes it possible now for OSG developers to
implement collidings, rigid and soft objects, cloth and clothing, fluids and
many other physics simulations. PhysX is one of the most famous physics
engines and also part of the nVIDIA functionalities.

The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
even more physics engines (like ODE, Bullet, Newton and so on, because of
its open structure in design) step by step! Creation and computation of
rigid actors are provided at present, as the attached image shows.

The website is:

http://osgnv.sourceforge.net/

You may download the latest osgNV tarball at:
https://sourceforge.net/projects/osgnv/

The SVN access is also usable:
*svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

Already tested on Windows XP SP2, Visual Studio 2008. You will need
OpenSceneGraph, CMake, nVIDIA Cg (
http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
http://developer.nvidia.com/object/physx.html) if you want to see all the
latest features. BUILD_PHYSX (the new physics engine support) is off by
default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
GNU/Linux systems. Could anybody help me test it?

Thanks for advices and suggestions.

Cheers,

Wang Rui

<<attachment: osgnvphysxboxes.JPG>>

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