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 <[email protected] 
<mailto:[email protected]>> 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@phoenixviewer.__com
        <mailto:[email protected]>
        <mailto:cinder.roxley@__phoenixviewer.com 
<mailto:[email protected]>>> 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 <[email protected] 
<mailto:[email protected]>
        <mailto:[email protected] <mailto:[email protected]>>> 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 <[email protected] 
<mailto:[email protected]>
        <mailto:[email protected] <mailto:[email protected]>__>> 
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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