excellent, very interessing, especially for made cities. actually can we made change without touching the code? trought opensim.ini or other .ini?
MasterJ On 8 oct, 12:44, Mikko Pallari <[email protected]> wrote: > On Fri, Oct 8, 2010 at 1:23 PM, Toni Alatalo <[email protected]> wrote: > > Mikko Pallari kirjoitti: > > >> should also Entity-Component storage work? Naali has working terrain > >> entities now, Jukka put an example to w.r.o:9000 earlier (i think > > >> The work on the new EC table and sync messages have been made in taiga-0.1 > >> branch. I haven't yet merged those to master branch that follows OpenSim > >> master, because the work on ecsync is not yet finished. > > > Also the old RexFreeData per-entity xml sync is fine for that. That's what > > is used on w.r.o:9000, right? It isn't much data, just the terrain size or > > so and a ref to the file with the terrain data (heightmap). > > Yes, rexfreedata is currently used for storing ecs in w.r.o:9000. But I'll > probably update that today to have ec sync messages. Of course freedata > messages will still work, but I wouldn't recommend on using them. > > > > > I'm not sure how you would use terrain EC's with OpenSim, because AFAIK > >> there are is no entity in scene for the terrain; terrain doesn't have UUID. > >> But of course you could use meshes as terrain. Or maybe make a workaround > >> where the terrain EC would be added to some object > > > It is not a workaround, it is the normal way with rex now I think that any > > entity can have a terrain component and it is (a part of) the terrain then > > :) So just an object somewhere with the terrain EC works as a terrain on the > > client side for that area. > > With rex it is normal, but from OpenSim's perspective it isn't, so that is > way I said it is a workaround. Having those placeholder prims in world, and > setting those prims to invisible and phantom, just for sake of containing > terrain EC is a bit ugly. But yeah, same applies to all ECs that we have. > > Cheers, > Mikko > > > > > in scene. Then again you would need to make some server side modifications > >> to make collision for those ECs. > > > Yep, but we can test first without colls how the rendering works etc. Can > > of course test it against Tundra too, but I think it is interesting that > > this works with Opensim too. > > > Mikko > > > ~Toni > > > using that terrain EC you can fill a big region with suitably sized > >> blocks of terrain. not having one huge terrain for the whole thing > >> should make the rendering work ok, 'cause ogre knows to not draw the > >> ones that are far or not in the view direction (has decent camera > >> frustum culling). > > >> also without terrain a big region could be built just by using meshes > >> for the land (if you need land, and are not making planets or space > >> stations or blood cells :) .. but terrains are of course good too (big > >> regions are easily interesting for geographic data and there it is > >> nice > >> to use existing heightmaps, and of course they are easily useful in > >> general too). > > >> opensim physics is perhaps the only problematic point with this > >> now? but > >> for e.g. arch or geo vis it's not always needed. if ode is made to not > >> crash, modrex rexode mesh support probably can work for the whole > >> region > >> too .. so can put a 1km*1km invisible low res collision mesh there for > >> the terrain perhaps. > > >> ~Toni > > >> > our plan has been to first test big regions and ensure that > >> > Naali > >> > doesn't have artificial region size limits before possibly > >> > looking into > >> > seamless continuous sl style multiregion support. i > >> think for > >> > many > >> > applications single big regions suffice, but there are of > >> > course others > >> > where separate but for the user continous multiple > >> regions are > >> > needed. > > >> > ~Toni > > >> > Cheers, > >> > Mikko > > >> > -- > >> > http://groups.google.com/group/realxtend > >> > http://www.realxtend.org > > >> > -- > >> >http://groups.google.com/group/realxtend > >> >http://www.realxtend.org > > >> -- > >> http://groups.google.com/group/realxtend > >> http://www.realxtend.org > > >> -- > >>http://groups.google.com/group/realxtend > >>http://www.realxtend.org > > > -- > >http://groups.google.com/group/realxtend > >http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
