[Opensim-dev] Fw: Fix for terrain editing spike problem

Fish Kungfu fish.kungfu at gmail.com
Sun Sep 14 14:56:55 UTC 2008


Excellent!!


On Sun, Sep 14, 2008 at 10:20 AM, Mike Pitman <pitman at us.ibm.com> wrote:

> It didn't look like this post made it the first time.
> ----- Forwarded by Mike Pitman/Watson/IBM on 09/14/2008 10:19 AM -----
>
>
>     *Mike Pitman/Watson/IBM*
>
>             09/13/2008 08:49 PM
>
>
> To
>
> opensim-dev at lists.berlios.de
> cc
>
>
> Subject
>
> Fix for terrain editing spike problem[image: Mike Pitman]<Notes://D01ML605/852562BD006ECBCC/32547D7F59F9E7E38525613200556E77/BAAFC8DD1E8BE50F852574C3006F05DB>    Hey
> Folks,
>
> Mantis 0002187 contains a patch I submitted which fixes the terrain spikes,
> and is the result of mostly a tuning operation on the smooth and flatten
> tools. I dug in and found that the spikes apparently result from smooth's
> overly aggressive iteration steps toward the average curvature, which leads
> to an instability that blows up the heights. I introduced a scaling factor
> to dampen the 'duration' parameter which tames progress and seems to keep
> things stable.
>
> I was no longer able to produce any spikes.
>
> I also adjusted the brush size function to linear, as Adam suggested, which
> seems to work much better. I settled on small flatten being just enough to
> induce a narrow walkway on the side of a mountain that an avatar can walk
> along, medium giving a nice sized trail for an avatar, and large still
> useful for big jobs.
>
> I left raise and lower alone, since fast response is good for bulk work and
> didn't cause instabilities.
>
> -Mike Pitman/Rez Tone
>
>
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>
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