Re: [realXtend] Legacy 256x256m region limits ?

2010-09-06 Thread Peter Steinlechner
Hi Toni

that is so teasing to think about a 10*10km region - i was at an os 512*512m
megaregion, and that was realy a better experience than with the region
crossing, specialy for vehicle usage.

On Mon, Sep 6, 2010 at 9:06 AM, Toni Alatalo ant...@kyperjokki.fi wrote:

 On ma, 2010-09-06 at 08:21 +0200, Peter Steinlechner wrote:
  terrain creation. Could the region size then be set on a per region
  base or just globaly per opensim server ? Either way would be fine for
  me, if we could run then a  512x512m area instead of 4 normal regions
  per server. Could i change the required setting somewhere in the taiga
  server or in the database ?

 Reportedly (opensim devs told us) that it's a compile time constant in
 OpenSim. REGIONSIZE = 256 or so. So it is AFAIK global, and you can't
 have variable sizes. This constant is respected more in 0.7 than in
 earlier versions, so they recommended that it would be good to test with
 that. So to test this you need to change some config and recompile.

 The reason why it's been fixed at 256 so far is that the Linden protocol
 and viewer, I suppose exactly in the multiregion part, supposes that.

 Naali doesn't (currently) have regions at all, just a single global
 scene, and it doesn't have size limits. There is a couple places in UI
 now where we've hacked a couple 0-255 checks currently, I think for when
 you move objects when editing and in camera movement code. But these are
 easy to remove when testing this.

 I'm looking forward to seeing a 10km * 10km sim and testing some racing
 there :) (Nebadon of osgrid fame has a racing megaregion, iirc 8km*8km,
 and said that would be interested in testing that thing on a single big
 region with Naali)

 ~Toni

  2010/9/6 Antti Ilomäki antti.ilom...@gmail.com
  We've been intending to do big region tests for a while now,
  it
  shouldn't actually be too difficult. The Naali viewer doesn't
  limit
  the region size and changing it in OpenSim is relatively easy
  as well.
  Terrain is a bit problematic since it doesn't scale, but you
  can
  generate a suitably large terrain mesh in Blender or Max for
  example.
 
  2010/9/6 George van Zeeland vanzeeland.geo...@gmail.com:
 
   Hi there.
  
   Pedro wrote:
   I'm sure it must be some legacy from opensimulator that
  regions can
   have just a size of 256x256m. But would'nt it be somehow
  great to have
   free definable region sizes
  
   A region is hosted on the grid and the grid is 1000x1000 so
  i guess it
   might be posible to create a region as big as 1000x1000.
   And i guess it would still be possible to have different
  (sort of
   regions) by navigating on the hypergrid that allows
  navigation between
   all the grids hosted on the open sim.
  
   Pedro worte:
   though it might then need bigger terrain textures maybe.
  
   This would be undesirable.
   Not only would bigger ground textures (referring to higher
  resolution
   put a lot more pressure on you system rendering the texture,
  it would
   also put more pressure on the bandwidth of your connection.
  If you
   could create a region as big as 1000x1000 the to render
  ground patches
   would still be 256x256 the don't stretch with the region
  land the
   would just tile the same way over a bigger pice of land.
  
   Pedro wrote: IMHO this would open up some great
  possibilities,
   specially for bigger
   sceneries
  
   I doubt it one would benefit from having bigger regions, one
  of the
   great advantages of heaving more than one region is that its
  possible
   to set a new set of textures for every region. One big
  region would
   mean one texture set for the complete scenery, and
  especially with
   bigger scenes different texture sets are a great + If you
  like the
   same textures blending the same way your first region does
  just copy
   the settings.
  
   Perdo wrote:
   I don't have a clue if it's technically a miracle to make
  this happen,
   but i definitly know that the dev's here are achieving one
  miracle
   after the other.
   Hell yes the are :))
  
   Best regards George z.
  
   --
   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


 --
 

Re: [realXtend] Legacy 256x256m region limits ?

2010-09-06 Thread Peter Steinlechner
Another idea that just came up. I wonder if it would be possible to have
sort of like a grid teleporter ? Now if we want to go to a different place
we can easy do this via ether, but it might be great if this could be
mimicked via an object inworld, without going to ether.

On Mon, Sep 6, 2010 at 9:18 AM, Peter Steinlechner
psteinlech...@gmail.comwrote:

 Hi Toni

 that is so teasing to think about a 10*10km region - i was at an os
 512*512m megaregion, and that was realy a better experience than with the
 region crossing, specialy for vehicle usage.


 On Mon, Sep 6, 2010 at 9:06 AM, Toni Alatalo ant...@kyperjokki.fi wrote:

 On ma, 2010-09-06 at 08:21 +0200, Peter Steinlechner wrote:
  terrain creation. Could the region size then be set on a per region
  base or just globaly per opensim server ? Either way would be fine for
  me, if we could run then a  512x512m area instead of 4 normal regions
  per server. Could i change the required setting somewhere in the taiga
  server or in the database ?

 Reportedly (opensim devs told us) that it's a compile time constant in
 OpenSim. REGIONSIZE = 256 or so. So it is AFAIK global, and you can't
 have variable sizes. This constant is respected more in 0.7 than in
 earlier versions, so they recommended that it would be good to test with
 that. So to test this you need to change some config and recompile.

 The reason why it's been fixed at 256 so far is that the Linden protocol
 and viewer, I suppose exactly in the multiregion part, supposes that.

 Naali doesn't (currently) have regions at all, just a single global
 scene, and it doesn't have size limits. There is a couple places in UI
 now where we've hacked a couple 0-255 checks currently, I think for when
 you move objects when editing and in camera movement code. But these are
 easy to remove when testing this.

 I'm looking forward to seeing a 10km * 10km sim and testing some racing
 there :) (Nebadon of osgrid fame has a racing megaregion, iirc 8km*8km,
 and said that would be interested in testing that thing on a single big
 region with Naali)

 ~Toni

  2010/9/6 Antti Ilomäki antti.ilom...@gmail.com
  We've been intending to do big region tests for a while now,
  it
  shouldn't actually be too difficult. The Naali viewer doesn't
  limit
  the region size and changing it in OpenSim is relatively easy
  as well.
  Terrain is a bit problematic since it doesn't scale, but you
  can
  generate a suitably large terrain mesh in Blender or Max for
  example.
 
  2010/9/6 George van Zeeland vanzeeland.geo...@gmail.com:
 
   Hi there.
  
   Pedro wrote:
   I'm sure it must be some legacy from opensimulator that
  regions can
   have just a size of 256x256m. But would'nt it be somehow
  great to have
   free definable region sizes
  
   A region is hosted on the grid and the grid is 1000x1000 so
  i guess it
   might be posible to create a region as big as 1000x1000.
   And i guess it would still be possible to have different
  (sort of
   regions) by navigating on the hypergrid that allows
  navigation between
   all the grids hosted on the open sim.
  
   Pedro worte:
   though it might then need bigger terrain textures maybe.
  
   This would be undesirable.
   Not only would bigger ground textures (referring to higher
  resolution
   put a lot more pressure on you system rendering the texture,
  it would
   also put more pressure on the bandwidth of your connection.
  If you
   could create a region as big as 1000x1000 the to render
  ground patches
   would still be 256x256 the don't stretch with the region
  land the
   would just tile the same way over a bigger pice of land.
  
   Pedro wrote: IMHO this would open up some great
  possibilities,
   specially for bigger
   sceneries
  
   I doubt it one would benefit from having bigger regions, one
  of the
   great advantages of heaving more than one region is that its
  possible
   to set a new set of textures for every region. One big
  region would
   mean one texture set for the complete scenery, and
  especially with
   bigger scenes different texture sets are a great + If you
  like the
   same textures blending the same way your first region does
  just copy
   the settings.
  
   Perdo wrote:
   I don't have a clue if it's technically a miracle to make
  this happen,
   but i definitly know that the dev's here are achieving one
  miracle
   after the other.
   Hell yes the are :))
  
   

Re: [realXtend] Legacy 256x256m region limits ?

2010-09-05 Thread Antti Ilomäki
We've been intending to do big region tests for a while now, it
shouldn't actually be too difficult. The Naali viewer doesn't limit
the region size and changing it in OpenSim is relatively easy as well.
Terrain is a bit problematic since it doesn't scale, but you can
generate a suitably large terrain mesh in Blender or Max for example.

2010/9/6 George van Zeeland vanzeeland.geo...@gmail.com:
 Hi there.

 Pedro wrote:
 I'm sure it must be some legacy from opensimulator that regions can
 have just a size of 256x256m. But would'nt it be somehow great to have
 free definable region sizes

 A region is hosted on the grid and the grid is 1000x1000 so i guess it
 might be posible to create a region as big as 1000x1000.
 And i guess it would still be possible to have different (sort of
 regions) by navigating on the hypergrid that allows navigation between
 all the grids hosted on the open sim.

 Pedro worte:
 though it might then need bigger terrain textures maybe.

 This would be undesirable.
 Not only would bigger ground textures (referring to higher resolution
 put a lot more pressure on you system rendering the texture, it would
 also put more pressure on the bandwidth of your connection. If you
 could create a region as big as 1000x1000 the to render ground patches
 would still be 256x256 the don't stretch with the region land the
 would just tile the same way over a bigger pice of land.

 Pedro wrote: IMHO this would open up some great possibilities,
 specially for bigger
 sceneries

 I doubt it one would benefit from having bigger regions, one of the
 great advantages of heaving more than one region is that its possible
 to set a new set of textures for every region. One big region would
 mean one texture set for the complete scenery, and especially with
 bigger scenes different texture sets are a great + If you like the
 same textures blending the same way your first region does just copy
 the settings.

 Perdo wrote:
 I don't have a clue if it's technically a miracle to make this happen,
 but i definitly know that the dev's here are achieving one miracle
 after the other.
 Hell yes the are :))

 Best regards George z.

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org