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 <mikko.pall...@evocativi.com> wrote:
> On Fri, Oct 8, 2010 at 1:23 PM, Toni Alatalo <ant...@kyperjokki.fi> 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
>
> >>    >         --
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>
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