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 :-) >> >> >> >> >> ___________________________________________________ >> Opensim-dev mailing list >> [email protected] <mailto:Opensim-dev@ >> opensimulator.org> <mailto:Opensim-dev@__opensimulator.org >> <mailto:[email protected]>> >> http://opensimulator.org/cgi-____bin/mailman/listinfo/ >> opensim-____dev >> <http://opensimulator.org/cgi-__bin/mailman/listinfo/ >> opensim-__dev> >> <http://opensimulator.org/cgi- >> __bin/mailman/listinfo/opensim-__dev >> <http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev>> >> >> >> >> _________________________________________________ >> Opensim-dev mailing list >> [email protected] <mailto:Opensim-dev@ >> opensimulator.org> <mailto:Opensim-dev@__opensimulator.org >> >> <mailto:[email protected]>> >> >> http://opensimulator.org/cgi-__bin/mailman/listinfo/opensim-__dev >> <http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev> >> >> >> >> _________________________________________________ >> Opensim-dev mailing list >> [email protected] <mailto:Opensim-dev@ >> opensimulator.org> <mailto:Opensim-dev@__opensimulator.org >> >> <mailto:[email protected]>> >> >> http://opensimulator.org/cgi-__bin/mailman/listinfo/opensim-__dev >> <http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev> >> >> >> >> >> _________________________________________________ >> Opensim-dev mailing list >> [email protected] <mailto:Opensim-dev@ >> opensimulator.org> >> http://opensimulator.org/cgi-__bin/mailman/listinfo/opensim-__dev >> <http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev> >> >> >> >> -- >> Justin Clark-Casey (justincc) >> OSVW Consulting >> http://justincc.org >> http://twitter.com/justincc >> _________________________________________________ >> Opensim-dev mailing list >> [email protected] <mailto:[email protected]> >> http://opensimulator.org/cgi-__bin/mailman/listinfo/opensim-__dev >> <http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev> >> >> >> >> >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> > > -- > Justin Clark-Casey (justincc) > OSVW Consulting > http://justincc.org > http://twitter.com/justincc > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >
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