[Opensim-dev] Negative z values

Mister Blue misterblue at misterblue.com
Sun Apr 27 17:24:23 UTC 2014


While not on the same topic... Justin, I see that you changed the shorts
into ints in the HeightMapTerrainData subclass of TerrainData. This is
problematic for several reasons:
-- you specified 'int' and not 'int32'. I'm not totally sure about the .NET
definition but I'd expect some systems to choose 64 bit ints which would
create GIGANTIC terrain arrays.
-- going to 32bit heightmap values is going to create database blobs that
are 100s of megabytes for varregions;
-- if a more flexible internal terrain representation was needed, another
sub-class of TerrainData should have been created
("LargeRangeHeightmapTerrainData"). That's why it is subclassable. That
would also let it have a special database blob format that could be much
smaller than simple integer arrays
-- If you just needed a large range for terrain (you talked about getting
to +500 to be SL compatible), the compression factor could have been
reduced from 100. Maybe a compression factor of 20 would give enough range
for +-500 altitudes.

Anyway, I think the change it ints is a bad idea.

-- ra


On Sun, Apr 27, 2014 at 10:13 AM, Mister Blue <misterblue at misterblue.com>wrote:

> When I built BulletSim, I build for positive only altitudes because I
> thought that was the rule. The only implementation reason I see for not
> allowing negative terrain altitudes would be finding all the random places
> where code makes sign assumptions.
>
> If negative altitudes are needed, it would not be too hard to make it
> happen. I can see the geographically oriented people wanting zero to be sea
> level and allowing land to be above and below that.
>
> -- mb
>
>
> On Sat, Apr 26, 2014 at 8:11 AM, Cinder Roxley <
> cinder.roxley at phoenixviewer.com> wrote:
>
>> Given reasonable constraints, I don't see why viewers wouldn't be able to
>> adapt to support variable depth. I'd certainly be willing to write a viewer
>> patch if support cropped up.
>>
>>
>> On Sat, Apr 26, 2014 at 8:52 AM, David Saunders <abitar.com at gmail.com>wrote:
>>
>>> I wounder how hard it would be to modify varasm to allow a start and end
>>> to the Z axes so we can stack a deep ocean and a space sim to the normal
>>> sim :)
>>>
>>> But then again would the client handle all these changes? (partly do)
>>>
>>> So the solution is to make deep water simulators, But any test this? I
>>> never been asked to set up any sims with deep water so I not experience
>>> with "outside the box" water :)
>>>
>>> I was drawn to opensim with the idea of making "pure" space sims where
>>> you can float around in real space but I dug into it and I would have to
>>> rewrite so much code to do this and after that  would the client handle it?
>>> So I stuck with making Moon simulators, Low gravity fixed sky....   This
>>> was a long time ago,  back in the early days of opensim.
>>>
>>> Now times are changing, I think I might dig into doing it again since
>>>  varasim allow you to make a 4096x4096x4096 regions :)
>>>
>>>
>>>
>>> On Sat, Apr 26, 2014 at 4:18 AM, Ai Austin <ai.ai.austin at gmail.com>wrote:
>>>
>>>> At 04:09 26/04/2014, drWhiet wrote:
>>>>
>>>>> even boat creators must keep an eye that the engine does not move
>>>>> below -0
>>>>>
>>>>
>>>> Remember the default water level is +20m (adjustable on a per region
>>>> basis)... with a "normal" terrain base of 0m.
>>>>
>>>> Maybe its global warming in the metaverse that raised the sea level :-)
>>>>
>>>>
>>>>
>>>>
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