[Opensim-dev] Negative z values

David Saunders abitar.com at gmail.com
Sun Apr 27 19:39:40 UTC 2014


The best way I can think of is to keep the default at 20m, but allow it to
be set to zero. HAve the ability to to use negative numbers for height.

1> This will allow a standard of 20m with the current opensim.
2> Grid owners can decide if they want to change this default  ro say 0m.
Or set up areas of regions that have it set, would look silly if one region
was 20m and the other was 0m unless you make some kind of land transition

but the hardest part would be i think is have itne clients work with
negative numbers.  I remember back with the build ceilings that where built
into the clients and how long that was removed :)
It would also require OS code testing to find all those places where
negative numbers are assumed does not exists.

But leaving hte default water level to where it is now would make it more
SL like for people coming over :)
. .


On Sun, Apr 27, 2014 at 2:24 PM, Dahlia Trimble <dahliatrimble at gmail.com>wrote:

> Make zero sea level? Wouldn't that change the definition of zero for
> everything else? Not sure that's a good idea... I'd think just enabling
> negative zero would be a better choice.
>
>
> 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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>>>>
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