[Opensim-dev] Variable size region progress

Todd Adams ta2025 at gmail.com
Tue Nov 5 17:22:27 UTC 2013


will there be a binary?


On Tue, Nov 5, 2013 at 12:02 PM, Mister Blue <misterblue at misterblue.com>wrote:

> That is the plan. When working, you can create a 512x512 region, edit it
> with the usual editing tools or load a terrain image from a file, and the
> terrain will be saved and restored when the region is restarted and saved
> and restored in OAR files.
>
> There is a bug in today's version of 'varregion' that doesn't seem to
> properly save the whole region but I'll fix that today.
>
> -- mb
>
>
> On Tue, Nov 5, 2013 at 8:41 AM, Todd Adams <ta2025 at gmail.com> wrote:
>
>> so, if you modify the terrain, it will remain persistant?
>>
>>
>> On Tue, Nov 5, 2013 at 11:28 AM, Mister Blue <misterblue at misterblue.com>wrote:
>>
>>> I haven't completed the terrain loaders (there are a bunch of them for
>>> all the different image types). In the video, I don't stretch the terrain
>>> which is why the one region is a little raised from the rest[1].
>>>
>>> I was hoping to make it so loading terrain images will adapt to the size
>>> of the region. Thus, you could have a 1024x1024 BMP image and use that as
>>> the heightmap for a 1024x1024 region. There is some complications with the
>>> offsetting features of the heightmap readers that will take a little
>>> fiddling.
>>>
>>> -- mb
>>>
>>> [1] It read the terrain data from the database as the original 256x256
>>> and had to fill the rest of the 1024x1024 with something and, at the
>>> moment, that something is 21. The terrain information will be stored as
>>> 1024x1024 when the terrain info is saved and will be restored as such. I've
>>> co-opted the terrain 'revision' database field to denote the format of the
>>> database terrain heightmap blob.
>>>
>>>
>>> On Tue, Nov 5, 2013 at 6:18 AM, Todd Adams <ta2025 at gmail.com> wrote:
>>>
>>>> Question - is the terrain image now 512x512, 1024x1024 etc, or do you
>>>> still use a 256x256 terrain and just stretch it?
>>>>
>>>>
>>>> On Tue, Nov 5, 2013 at 9:04 AM, Mister Blue <misterblue at misterblue.com>wrote:
>>>>
>>>>> A varregion is just one large region and not several regular regions
>>>>> glued together as for megaregions. varregions will save and restore terrain
>>>>> and prim position as if the region is just that large.
>>>>>
>>>>> As to why square, that is a known feature/limitation of the viewer
>>>>> code. The varregion code in OpenSimulator enfoces the squareness so users
>>>>> are not surprised.
>>>>>
>>>>> -- mb
>>>>>
>>>>>
>>>>> On Tue, Nov 5, 2013 at 4:56 AM, James Stallings II <
>>>>> james.stallings at gmail.com> wrote:
>>>>>
>>>>>> I'll be giving this a shot later today MisterBlue :)
>>>>>>
>>>>>> Thanks for this work!
>>>>>>
>>>>>>
>>>>>> Cheers
>>>>>> James/Hiro
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Tue, Nov 5, 2013 at 6:02 AM, R.Gunther <rigun at rigutech.nl> wrote:
>>>>>>
>>>>>>>  "Additionally, the large regions must be square."
>>>>>>>
>>>>>>> Hmm. whats then the difference at the end between mega region and
>>>>>>> variable region ?
>>>>>>> Except that megaregions still misisng support for things.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On 2013-11-05 08:08, Mister Blue wrote:
>>>>>>>
>>>>>>> An update on 'varregion' development:
>>>>>>>
>>>>>>>  As some of you know, I've taken on the task of porting the Aurora
>>>>>>> variable region feature into OpenSimulator.
>>>>>>>
>>>>>>>  The port uses the Aurora's protocol extensions so the existing
>>>>>>> Firestorm and Singularity Aurora Support will work for OpenSimulator. The
>>>>>>> larger regions size will be restricted to multiples of 256 meters and
>>>>>>> adjacent regions (the ability to have other regions spacially next to
>>>>>>> larger regions) will not be implemented. Additionally, the large regions
>>>>>>> must be square.
>>>>>>>
>>>>>>>  All of the code is in the 'varregion' branch of the OpenSimulator
>>>>>>> git repository. The implementation is downward compatible in that all
>>>>>>> existing 256x256 region functionality will continue to work. Things like
>>>>>>> storing terrain information in the database only change if a larger region
>>>>>>> size is specified.
>>>>>>>
>>>>>>>  The basic functionality is working and here is a video of me
>>>>>>> driving around a 1024x1024 sized region. The raised area in one corner of
>>>>>>> the large region is the standard 256x256 region size. The viewer is the
>>>>>>> latest Singularity alpha but even it limits draw distance to 1024.
>>>>>>>
>>>>>>>  http://youtu.be/aCDOnfb_n_M
>>>>>>>
>>>>>>>  There is still testing and debugging to be done before this goes
>>>>>>> mainstream, but larger regions are around the corner.
>>>>>>>
>>>>>>>  If you are feeling adventurous, I need people who are willing to
>>>>>>> run existing 256x256 regions with the 'varregion' branch code. If I can
>>>>>>> verify that existing, legacy region configurations are not broken by the
>>>>>>> new code, the 'varregion' branch can be merged into the 'master' branch. If
>>>>>>> you are up for testing, send me a line.
>>>>>>>
>>>>>>>  -- mb
>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>>>
>>>>>>>
>>>>>>>
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>>>>>>
>>>>>>
>>>>>> --
>>>>>> ===================================
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>>>>>>
>>>>>>
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>>>>
>>>> --
>>>>
>>>> Todd Adams
>>>> ta2025 at gmail.com
>>>> 937-304-4951
>>>>
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>>
>>
>> --
>>
>> Todd Adams
>> ta2025 at gmail.com
>> 937-304-4951
>>
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-- 

Todd Adams
ta2025 at gmail.com
937-304-4951
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