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SDK progress report   Message List  
Reply | Forward Message #145 of 177 |
Re: [L3DT users' group] SDK progress report

Hello, monks here from ME-DEM. It's great to see that our lil' baby
elephant still has a caring family- (trumpets appreciatively) hehe.
You're right about the l...o...n...g term time frame- we'll all be
long in the tooth ere the task is done !
I just wanted to pipe in with a couple of details if that's OK Aaron.
The most useful short term addition would be the image overlay (with
transparency) so that terrain could be 'defined' from a topo
reference. Like tracing over it. I see that that is on the dev
roadmap so that's great. With this we might be able to go ahead with
using L3D straight away (without all the other cool stuff mentioned
of course).
The abilty to load existing terrain and create in this manner in
*replace mode*. So one would load up a low res dem with the
corresponding image overlay (topo map) and then use the elevations of
that low res dem for reference (one would need some kind of cursor
feedback for height or something) along with the topo overlay. So one
would know, here is a mountain and this is it's approx height. Define
it with the L3D tools and bingo.
The ability to load up tile sets that are multiples of x Km (on the
first pass each tile will be 1K px on a side at 1 px= 20m....20 Km on
a side, on the second pass (down the line) each tile with a factor of
10 larger scale- that is, each tile being 1K px still, but at 2m res,
so 2 Km on a side). This would be really useful as users could work
on larger areas (which is probably the preferred approach).
ps Joe Slayton of Wilbur (he's helped us out already). ;)
ps I'm still convinced that L3D could fundamentally change the way
people build terrain models.

monks






Wed Nov 16, 2005 11:33 pm

monkschain
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Message #145 of 177 |
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... Yay! <G> ... Yeah, that would be pretty cool. Then all you need is a program that can load those monster data sets. ;) ... Unfortunately for us that's just...
Oshyan Greene
ticketseller...
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Nov 16, 2005
8:04 am

Hello, monks here from ME-DEM. It's great to see that our lil' baby elephant still has a caring family- (trumpets appreciatively) hehe. You're right about the...
monkschain
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Nov 16, 2005
11:34 pm

... <snip> ... Yeah, this would allow us to be working with L3DT right away, and I have no doubt it would speed up our work process. ... It would be nice to...
Oshyan Greene
ticketseller...
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Nov 16, 2005
11:50 pm

... both ... heightfield, ... will in ... maintain the ... It would ... variation/deviation ... you want ... negative. Or at ... that's ... rules like ... ...
monkschain
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Nov 17, 2005
2:30 pm

Hello Monkschain, ... image overlay ... 'defined' from a ... that is ... Okay, I've uploaded an update of L3DT Pro that includes a rough first-attempt at the...
Aaron Torpy
aaron_torpy
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Nov 17, 2005
3:16 pm

Awesome, thanks for that Aaron. I've downloaded it and will give it a whirl first chance I get. monks...
monkschain
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Nov 17, 2005
9:02 pm

Hello, I've had a chance to look at the image overlay and basically it seems fine in terms of visual use. It's a great help. ;) There are a couple of minor...
monkschain
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Nov 20, 2005
11:28 pm

Hello, ... slowing ... slower with > the overlay. Yup, it should slow things down. The overlay code is mixing the image-buffers each time the screen is drawn,...
Aaron Torpy
aaron_torpy
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Nov 21, 2005
6:27 am

-yeah I realise the overlay was put in pretty speedily. OK, can't say fairer than that :) Cheers. monks...
monkschain
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Nov 21, 2005
1:11 pm

Hello, ... ;) Hardware is the problem here. L3DTVi2 can load big mosaic maps (I’ve looked at 32k x 32k maps before), but you still have to keep your...
Aaron Torpy
aaron_torpy
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Nov 18, 2005
7:23 am

... Yeah, only time will make this more feasible. 64 bit OS and hardware, multi-core CPU's, etc. ... Sounds good. I agree that by the time we get enough data...
Oshyan Greene
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Nov 18, 2005
7:46 am

Hi Oshyan, ... Yup, and I'm hoping and praying for faster hard-disks too. The disk-fetching delay can be a real pain when you’re dealing with so much...
Aaron Torpy
aaron_torpy
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Nov 18, 2005
2:17 pm

... Yes, this is a very good point. It was fairly long ago that we passed the point where the data transfer capability of the interface surpassed the HD's ...
Oshyan Greene
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Nov 18, 2005
9:31 pm

My head is spinning trying to follow all this discussion regarding Middle Earth DEM. It's quite interesting and a lot of good discussion going on. I have...
Rofar
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Nov 18, 2005
11:14 pm

Hi Rofar, I don't know if you know of the ME-DEM project. Here's a link: http://me-dem.ashundar.com/index.php You're welcome to register and get involved. :) I...
monkschain
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Nov 21, 2005
1:01 pm

_____ From: L3DT_users_group@yahoogroups.com [mailto:L3DT_users_group@yahoogroups.com] On Behalf Of Oshyan Greene Sent: Friday, November 18, 2005 4:32 PM To:...
Michael & Kristina Ho...
crxb16a91
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Nov 19, 2005
3:02 am

Hello, ... Yes, but the tile-loading is automatic when you read/write to a pixel in a tile that's not in memory. This means that the program itself (and the...
Aaron Torpy
aaron_torpy
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Nov 19, 2005
6:12 am

... Ah, sounds delicious. The only issue would be if the tile was not local it would have to be downloaded, causing an additional delay in the overall process....
Oshyan Greene
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Nov 19, 2005
6:16 am

Hello, ... causing an ... least it would ... There would also be the option to pre-load the tiles you're going to use. The L3DT subsystems have this capacity,...
Aaron Torpy
aaron_torpy
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Nov 19, 2005
6:34 am

... From: "M O" <rhoneranger2001@...> ... Maybe I've misunderstood what you want, but surely the point of the sdk is to allow you to write exporters....
Noisecrime_PIPEX
noisecrime
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Nov 7, 2005
9:02 am

Hello, Okay, one more e-mail before I go to bed. ... True enough. L3DT doesn't use vertex data, but it will be supported indirectly in the SDK, since plugins...
Aaron Torpy
aaron_torpy
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Nov 7, 2005
3:05 pm

Great Work. For my personal use, i love to have only c++ language, and a simple dll (not com object). I don't know if is usefull to have unicode in the sdk, i...
Admin Kiraya
pmkiraya
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Nov 7, 2005
12:03 pm

Hi Andrea, ... Excellent! So far this is 4/4 votes for C/C++, and 4/4 votes for non-unicode (I'm counting myself as the 4th voter in each case, of course)....
Aaron Torpy
aaron_torpy
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Nov 7, 2005
2:42 pm

... From: "Aaron Torpy" <aaron_torpy@...> ... I think i misunderstood what you meant, I thought you meant including plugins in general, not plugin access...
Noisecrime_PIPEX
noisecrime
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Nov 7, 2005
3:45 pm

Wow, I missed so much stuff in one day. Well Aaron for your answers: 1. I think everything I want/need has already been included or mentioned. 2. For standard...
mark troutt
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Nov 7, 2005
8:44 pm

Hi Mark, ... I'm terribly ignorant of Java, but from what little I have read, it seems that it can be a bit of a pain in importing 'non-managed' functions from...
Aaron Torpy
aaron_torpy
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Nov 8, 2005
1:14 am

Well, when I say "besides maybe java" I don't mean to imply that I've ever used it. All I know is that it can be more portable to other operating systems and...
mark troutt
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Nov 8, 2005
12:37 pm

sorry but java is not faster than c++. it's only clearer,easiest and portable (because have virtual machine). ... From: mark troutt To:...
Admin Kiraya
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Nov 8, 2005
12:49 pm

Oh, then my source was wrong. I was told that it was faster, my mistake. -Mark p.s. Thanks for correcting me. ... -- Gravity. It's not just a good idea, it's...
mark troutt
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Nov 8, 2005
3:19 pm

Hello, I agree with the C++ is faster than Java bit, but if the Java zealots are to be believed the difference isn't that great these days. It probably depends...
Aaron Torpy
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Nov 9, 2005
6:58 am
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