[Opensim-dev] Negative z values
Frank Nichols
j.frank.nichols at gmail.com
Fri Apr 25 01:37:14 UTC 2014
I don't see it as arbitrary at all.
OS is a simulator and while it might be "fun" to play with negative
magnitudes for dimensions I expect most people (other than mathematicians)
would struggle visualizing the concept.
If a grid wants to have extremely deep oceans, it is simple enough to
establish a grid wide water level at some "arbitrary" higher altitude.
Also, I don't expect the dev's plan on implementing infinity as an
acceptable magnitude for a dimension either - so, there will in fact be
some arbitrary magnitude (usually limited by the size of an integer or
floating point accuracy).
I expect other than in the code the current limits are not defined, so
designers using OS will need to be "careful" no matter what.
Frank
On Thu, Apr 24, 2014 at 8:16 PM, Jim Williams <sphere1952 at gmail.com> wrote:
> Seems to me that 0 is a completely arbitrary number and that a cut-off for
> any reason other than hardware/mathematical limitations is unwarranted. I
> could see taking an "oh well" attitude about things that don't work with
> -z, but declaring the Metaverse to simply end at 0 seems very random.
>
>
> On Thu, Apr 24, 2014 at 6:46 PM, Melanie <melanie at t-data.com> wrote:
>
>> I have never seen a Z < 0 build. I see lots of problems that may be
>> possible with this, but I think that quite beautiful and interesting
>> builds could make use of this and would support keeping it. The
>> change in the viewer is recent and likely trivial to undo.
>>
>> - Melanie
>>
>> On 25/04/2014 00:32, Justin Clark-Casey wrote:
>> > Hi folks. Historically, whether by accident or design, OpenSimulator
>> has allowed negative Z values for terrain, objects
>> > and avatars (e.g. <130, 50, -45>. I have seen people use this facility
>> to build fully underwater or partially
>> > underwater structures (e.g. oil rigs, sunken ships, etc.) which are
>> conceptually far below the water line without having
>> > to set that water line at a level that may be way above that of
>> surrounding regions.
>> >
>> > However, at least on Singularity 1.8.5 on Linux, fog effects do not
>> work properly when z < 0, where all view distances
>> > have very high fog no matter what the fog settings. This may be a
>> recent change - I remember fog working properly at
>> > negative z values in the past, though the fog issue still occurred past
>> a certain -ve z. There may be other issues of
>> > which I'm not aware. Arguably, these are not bugs since the Linden
>> Grid does not allow z < 0 (though one could make the
>> > same argument for var regions, etc.).
>> >
>> > With in-world testing of current development code, BulletSim appears to
>> have a hard-coded check where I can't move my
>> > avatar below z == 2 whether terrain is z < 0 or not (this should
>> probably at least be fixed so z = 0 is possible). ODE
>> > has allowed and still allows the avatar to descend to negative depths.
>> >
>> > One argument is that in the light of such bugs, it would be better to
>> consistently enforce z >= 0 and require people
>> > with -z builds to either move them and the water level up using
>> OpenSimulator commands (e.g. "translate scene") or never
>> > update their OpenSimulator installation.
>> >
>> > However, I think there is a real value in keeping the -ve z ability.
>> It allows people to extend deep water builds
>> > without having to adjust any neighbouring sims for consistency (which
>> they may not have control over). I'm sure it's
>> > possible to address the viewer-side issues. OpenSimulator could have
>> an allow-negative-z flag which is false by default
>> > to make it explicit that using -ve z may have issues at this time. I
>> accept this is a more complicated solution than
>> > enforcing z == 0, though enforcing z == 0 will also requires many
>> changes to the current code where bounds are not checked.
>> >
>> > If my experience is unusual and -z builds are very rare then there's
>> more of a case for enforcing z >= 0.
>> >
>> > Thoughts?
>> >
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>>
>
>
>
> --
> No essence. No permanence. No perfection. Only action.
>
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