<div dir="ltr">if the variables are going to stay ints, then 200 would just mean more detail.<div><br></div><div>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.</div>
<div><br></div><div>-- mb</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Tue, Apr 29, 2014 at 12:39 PM, Justin Clark-Casey <span dir="ltr"><<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Sounds good. On another topic, any further thoughts about using a compression factor of 200 on terrain for this release?<div class="">
<br>
<br>
On 29/04/14 03:29, Mister Blue wrote:<br>
</div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="">
I checked in changes to BulletSim which default the ground plane to -500 instead of zero. There is a new BulletSim<br>
parameter of "[BulletSim]TerrainGroundPlane = -500" which allows that to change.<br>
<br>
I haven't yet finished looking through the terrain loading and storing code so there could still be problems with<br>
loading and restoring negative terrain heights, but it looks like the code will work once you get the terrain negative.<br>
Please test.<br>
<br>
If found in my testing that there are checks for zero scattered around OpenSimulator. For instance, LowerSphere.cs (the<br>
terrain brush used for lowering terrain) will not lower terrain below zero.<br>
<br>
-- mb<br>
<br>
<br></div><div class="">
On Mon, Apr 28, 2014 at 3:05 PM, Justin Clark-Casey <<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.com</a> <mailto:<a href="mailto:jjustincc@googlemail.com" target="_blank">jjustincc@googlemail.<u></u>com</a>>> wrote:<br>
<br>
I don't think there should be too many places. I know there are a few on teleport and MakeRootAgent (as Austin<br>
pointed out) but it looks like it should be fairly simple to check real terrain height, which might already be done<br>
anyway and be masked by the zero check.<br>
<br>
It does work in general as it has been possible with ODE.<br>
<br>
<br>
On 27/04/14 18:13, Mister Blue wrote:<br>
<br>
When I built BulletSim, I build for positive only altitudes because I thought that was the rule. The only<br>
implementation<br>
reason I see for not allowing negative terrain altitudes would be finding all the random places where code makes<br>
sign<br>
assumptions.<br>
<br>
If negative altitudes are needed, it would not be too hard to make it happen. I can see the geographically oriented<br>
people wanting zero to be sea level and allowing land to be above and below that.<br>
<br>
-- mb<br>
<br>
<br></div>
On Sat, Apr 26, 2014 at 8:11 AM, Cinder Roxley <cinder.roxley@phoenixviewer._<u></u>_com<br>
<mailto:<a href="mailto:cinder.roxley@phoenixviewer.com" target="_blank">cinder.roxley@<u></u>phoenixviewer.com</a>><div class=""><br>
<mailto:<a href="mailto:cinder.roxley@" target="_blank">cinder.roxley@</a>__<a href="http://phoenixviewer.com" target="_blank">phoeni<u></u>xviewer.com</a> <mailto:<a href="mailto:cinder.roxley@phoenixviewer.com" target="_blank">cinder.roxley@<u></u>phoenixviewer.com</a>>>> wrote:<br>
<br>
Given reasonable constraints, I don't see why viewers wouldn't be able to adapt to support variable depth. I'd<br>
certainly be willing to write a viewer patch if support cropped up.<br>
<br>
<br>
On Sat, Apr 26, 2014 at 8:52 AM, David Saunders <<a href="mailto:abitar.com@gmail.com" target="_blank">abitar.com@gmail.com</a> <mailto:<a href="mailto:abitar.com@gmail.com" target="_blank">abitar.com@gmail.com</a>><br>
</div><div class="">
<mailto:<a href="mailto:abitar.com@gmail.com" target="_blank">abitar.com@gmail.com</a> <mailto:<a href="mailto:abitar.com@gmail.com" target="_blank">abitar.com@gmail.com</a>>><u></u>> wrote:<br>
<br>
I wounder how hard it would be to modify varasm to allow a start and end to the Z axes so we can stack<br>
a deep<br>
ocean and a space sim to the normal sim :)<br>
<br>
But then again would the client handle all these changes? (partly do)<br>
<br>
So the solution is to make deep water simulators, But any test this? I never been asked to set up any<br>
sims with<br>
deep water so I not experience with "outside the box" water :)<br>
<br>
I was drawn to opensim with the idea of making "pure" space sims where you can float around in real<br>
space but I<br>
dug into it and I would have to rewrite so much code to do this and after that would the client handle<br>
it? So I<br>
stuck with making Moon simulators, Low gravity fixed sky.... This was a long time ago, back in the<br>
early days<br>
of opensim.<br>
<br>
Now times are changing, I think I might dig into doing it again since varasim allow you to make a<br>
4096x4096x4096 regions :)<br>
<br>
<br>
<br>
On Sat, Apr 26, 2014 at 4:18 AM, Ai Austin <<a href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a> <mailto:<a href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a><u></u>><br>
</div><div class="">
<mailto:<a href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a> <mailto:<a href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a><u></u>>__>> wrote:<br>
<br>
At 04:09 26/04/2014, drWhiet wrote:<br>
<br>
even boat creators must keep an eye that the engine does not move below -0<br>
<br>
<br>
Remember the default water level is +20m (adjustable on a per region basis)... with a "normal"<br>
terrain base<br>
of 0m.<br>
<br>
Maybe its global warming in the metaverse that raised the sea level :-)<br>
<br>
<br>
<br>
<br></div>
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--<br>
Justin Clark-Casey (justincc)<br>
OSVW Consulting<br>
<a href="http://justincc.org" target="_blank">http://justincc.org</a><br>
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</blockquote><div class="HOEnZb"><div class="h5">
<br>
<br>
-- <br>
Justin Clark-Casey (justincc)<br>
OSVW Consulting<br>
<a href="http://justincc.org" target="_blank">http://justincc.org</a><br>
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</div></div></blockquote></div><br></div>