[Opensim-dev] Negative z values

Justin Clark-Casey jjustincc at googlemail.com
Tue Apr 29 19:39:25 UTC 2014


Sounds good.  On another topic, any further thoughts about using a compression factor of 200 on terrain for this release?

On 29/04/14 03:29, Mister Blue wrote:
> I checked in changes to BulletSim which default the ground plane to -500 instead of zero. There is a new BulletSim
> parameter of "[BulletSim]TerrainGroundPlane = -500" which allows that to change.
>
> I haven't yet finished looking through the terrain loading and storing code so there could still be problems with
> loading and restoring negative terrain heights, but it looks like the code will work once you get the terrain negative.
> Please test.
>
> If found in my testing that there are checks for zero scattered around OpenSimulator. For instance, LowerSphere.cs (the
> terrain brush used for lowering terrain) will not lower terrain below zero.
>
> -- mb
>
>
> On Mon, Apr 28, 2014 at 3:05 PM, Justin Clark-Casey <jjustincc at googlemail.com <mailto:jjustincc at googlemail.com>> wrote:
>
>     I don't think there should be too many places.  I know there are a few on teleport and MakeRootAgent (as Austin
>     pointed out) but it looks like it should be fairly simple to check real terrain height, which might already be done
>     anyway and be masked by the zero check.
>
>     It does work in general as it has been possible with ODE.
>
>
>     On 27/04/14 18:13, Mister Blue 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
>         <mailto:cinder.roxley at phoenixviewer.com>
>         <mailto:cinder.roxley at __phoenixviewer.com <mailto: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 <mailto:abitar.com at gmail.com>
>         <mailto:abitar.com at gmail.com <mailto: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 <mailto:ai.ai.austin at gmail.com>
>         <mailto:ai.ai.austin at gmail.com <mailto: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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>     --
>     Justin Clark-Casey (justincc)
>     OSVW Consulting
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-- 
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc


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