[Opensim-dev] Negative z values
Mister Blue
misterblue at misterblue.com
Tue Apr 29 22:53:42 UTC 2014
if the variables are going to stay ints, then 200 would just mean more
detail.
Actually, if you are going to use ints, might as well go to floats and use
a compression factor of one. That would give the range people want and use
the same memory as ints.
-- mb
On Tue, Apr 29, 2014 at 12:39 PM, Justin Clark-Casey <
jjustincc at googlemail.com> wrote:
> 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@
>> 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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