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).
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.
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
>
>
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