<div dir="ltr">so, if you modify the terrain, it will remain persistant?</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Nov 5, 2013 at 11:28 AM, Mister Blue <span dir="ltr"><<a href="mailto:misterblue@misterblue.com" target="_blank">misterblue@misterblue.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">I haven't completed the terrain loaders (there are a bunch of them for all the different image types). In the video, I don't stretch the terrain which is why the one region is a little raised from the rest[1].<div>
<br></div><div>I was hoping to make it so loading terrain images will adapt to the size of the region. Thus, you could have a 1024x1024 BMP image and use that as the heightmap for a 1024x1024 region. There is some complications with the offsetting features of the heightmap readers that will take a little fiddling.</div>
<div><br></div><div>-- mb</div><div><br></div><div>[1] It read the terrain data from the database as the original 256x256 and had to fill the rest of the 1024x1024 with something and, at the moment, that something is 21. The terrain information will be stored as 1024x1024 when the terrain info is saved and will be restored as such. I've co-opted the terrain 'revision' database field to denote the format of the database terrain heightmap blob.</div>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Nov 5, 2013 at 6:18 AM, Todd Adams <span dir="ltr"><<a href="mailto:ta2025@gmail.com" target="_blank">ta2025@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Question - is the terrain image now 512x512, 1024x1024 etc, or do you still use a 256x256 terrain and just stretch it?</div><div class="gmail_extra"><div><div><br><br><div class="gmail_quote">On Tue, Nov 5, 2013 at 9:04 AM, Mister Blue <span dir="ltr"><<a href="mailto:misterblue@misterblue.com" target="_blank">misterblue@misterblue.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">A varregion is just one large region and not several regular regions glued together as for megaregions. varregions will save and restore terrain and prim position as if the region is just that large.<div>
<br>
</div><div>As to why square, that is a known feature/limitation of the viewer code. The varregion code in OpenSimulator enfoces the squareness so users are not surprised.</div><span><font color="#888888"><div>
<br></div><div>-- mb</div></font></span></div><div><div><div class="gmail_extra">
<br><br><div class="gmail_quote">On Tue, Nov 5, 2013 at 4:56 AM, James Stallings II <span dir="ltr"><<a href="mailto:james.stallings@gmail.com" target="_blank">james.stallings@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">I'll be giving this a shot later today MisterBlue :)<br><div><br></div><div>Thanks for this work!</div><div><br></div><div><br></div><div>Cheers</div><div>James/Hiro</div><div><br></div></div><div class="gmail_extra">
<div><div>
<br><br><div class="gmail_quote">On Tue, Nov 5, 2013 at 6:02 AM, R.Gunther <span dir="ltr"><<a href="mailto:rigun@rigutech.nl" target="_blank">rigun@rigutech.nl</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF">
<div><div>"Additionally, the large regions must
be square."<br>
<br></div>
Hmm. whats then the difference at the end between mega region and
variable region ?<br>
Except that megaregions still misisng support for things.<div><div><br>
<br>
<br>
<br>
On 2013-11-05 08:08, Mister Blue wrote:<br>
</div></div></div>
<blockquote type="cite"><div><div>
<div dir="ltr">An update on 'varregion' development:
<div><br>
</div>
<div>As some of you know, I've taken on the task of porting the
Aurora variable region feature into OpenSimulator.
<div><br>
</div>
<div>The port uses the Aurora's protocol extensions so the
existing Firestorm and Singularity Aurora Support will work
for OpenSimulator. The larger regions size will be
restricted to multiples of 256 meters and adjacent regions
(the ability to have other regions spacially next to larger
regions) will not be implemented. Additionally, the large
regions must be square.</div>
<div><br>
</div>
<div>All of the code is in the 'varregion' branch of the
OpenSimulator git repository. The implementation is downward
compatible in that all existing 256x256 region functionality
will continue to work. Things like storing terrain
information in the database only change if a larger region
size is specified.</div>
<div><br>
</div>
<div>The basic functionality is working and here is a video of
me driving around a 1024x1024 sized region. The raised area
in one corner of the large region is the standard 256x256
region size. The viewer is the latest Singularity alpha but
even it limits draw distance to 1024.</div>
<div><br>
</div>
<div><a href="http://youtu.be/aCDOnfb_n_M" target="_blank">http://youtu.be/aCDOnfb_n_M</a><br>
</div>
</div>
<div><br>
</div>
<div>There is still testing and debugging to be done before this
goes mainstream, but larger regions are around the corner.</div>
<div><br>
</div>
<div>If you are feeling adventurous, I need people who are
willing to run existing 256x256 regions with the 'varregion'
branch code. If I can verify that existing, legacy region
configurations are not broken by the new code, the 'varregion'
branch can be merged into the 'master' branch. If you are up
for testing, send me a line.</div>
<div><br>
</div>
<div>-- mb</div>
<div><br>
</div>
</div>
<br>
<fieldset></fieldset>
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