do the viewers support that granularity of water height? that would be very useful if it could be made to work.
--mic On Thu, Apr 24, 2014 at 5:23 PM, Melanie <[email protected]> wrote: > There are potential issues with code/tools written with the notion > that the metaverse indeed ends at 0, but I believe they can be overcome. > In this vein, there is another "feature" we may want to push for: > > Raw files allow specifying a water height for each 4x4 m square, but > currently regions only have a notion of water level for the entire > region, taken from the 0,0 coordinate of the water level layer in > the raw file. > > I believe full support for a water height map (including Z < 0 > depths) would be an advantage of opensim over SL, as SL currently > struggles with basements, subway tunnels and mountain lakes. > > - Melanie > > On 25/04/2014 02:16, Jim Williams wrote: > > Seems to me that 0 is a completely arbitrary number and that a cut-off > for > > any reason other than hardware/mathematical limitations is unwarranted. > I > > could see taking an "oh well" attitude about things that don't work with > > -z, but declaring the Metaverse to simply end at 0 seems very random. > > > > > > On Thu, Apr 24, 2014 at 6:46 PM, Melanie <[email protected]> wrote: > > > >> I have never seen a Z < 0 build. I see lots of problems that may be > >> possible with this, but I think that quite beautiful and interesting > >> builds could make use of this and would support keeping it. The > >> change in the viewer is recent and likely trivial to undo. > >> > >> - Melanie > >> > >> On 25/04/2014 00:32, Justin Clark-Casey wrote: > >> > Hi folks. Historically, whether by accident or design, OpenSimulator > >> has allowed negative Z values for terrain, objects > >> > and avatars (e.g. <130, 50, -45>. I have seen people use this > facility > >> to build fully underwater or partially > >> > underwater structures (e.g. oil rigs, sunken ships, etc.) which are > >> conceptually far below the water line without having > >> > to set that water line at a level that may be way above that of > >> surrounding regions. > >> > > >> > However, at least on Singularity 1.8.5 on Linux, fog effects do not > work > >> properly when z < 0, where all view distances > >> > have very high fog no matter what the fog settings. This may be a > >> recent change - I remember fog working properly at > >> > negative z values in the past, though the fog issue still occurred > past > >> a certain -ve z. There may be other issues of > >> > which I'm not aware. Arguably, these are not bugs since the Linden > Grid > >> does not allow z < 0 (though one could make the > >> > same argument for var regions, etc.). > >> > > >> > With in-world testing of current development code, BulletSim appears > to > >> have a hard-coded check where I can't move my > >> > avatar below z == 2 whether terrain is z < 0 or not (this should > >> probably at least be fixed so z = 0 is possible). ODE > >> > has allowed and still allows the avatar to descend to negative depths. > >> > > >> > One argument is that in the light of such bugs, it would be better to > >> consistently enforce z >= 0 and require people > >> > with -z builds to either move them and the water level up using > >> OpenSimulator commands (e.g. "translate scene") or never > >> > update their OpenSimulator installation. > >> > > >> > However, I think there is a real value in keeping the -ve z ability. > It > >> allows people to extend deep water builds > >> > without having to adjust any neighbouring sims for consistency (which > >> they may not have control over). I'm sure it's > >> > possible to address the viewer-side issues. OpenSimulator could have > an > >> allow-negative-z flag which is false by default > >> > to make it explicit that using -ve z may have issues at this time. I > >> accept this is a more complicated solution than > >> > enforcing z == 0, though enforcing z == 0 will also requires many > >> changes to the current code where bounds are not checked. > >> > > >> > If my experience is unusual and -z builds are very rare then there's > >> more of a case for enforcing z >= 0. > >> > > >> > Thoughts? > >> > > >> _______________________________________________ > >> Opensim-dev mailing list > >> [email protected] > >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > >> > > > > > > > > > > > > _______________________________________________ > > Opensim-dev mailing list > > [email protected] > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >
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