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 <
[email protected]> 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 <
>> [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: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 <
>> [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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>>     --
>>     Justin Clark-Casey (justincc)
>>     OSVW Consulting
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>>     http://twitter.com/justincc
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