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SDK progress report   Message List  
Reply | Forward Message #146 of 177 |
RE: [L3DT users' group] SDK progress report

> -----Original Message-----
> From: L3DT_users_group@yahoogroups.com
> [mailto:L3DT_users_group@yahoogroups.com] On Behalf Of monkschain
> Sent: Wednesday, November 16, 2005 3:34 PM
> To: L3DT_users_group@yahoogroups.com
> Subject: Re: [L3DT users' group] SDK progress report
<snip>
> 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).

Yeah, this would allow us to be working with L3DT right away, and I have no
doubt it would speed up our work process.

> 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.

It would be nice to also be able to define a maximum deviation (in both
positive and negative elevation, separately) from the base heightfield,
and/or a maximum and minimum height to stay within. Because our base
heightmaps will have a certain level of accuracy, and spot-heights will in
fact be relatively accurate at the given scale, we'll want to maintain the
approximate heights while adding additional detail and variation. It would
be a simple matter to extrapolate a safe range of height variation/deviation
from the known accuracy of the current data. For example if you have
200m/pixel "measured" data, resampled to 20m/pixel, you know that you want
no more than a 100 meter deviation in either the positive or negative. Or at
least that's what makes sense to me. But regardless of whether that's
entirely accurate you *could* easily come up with some similar rules like
that which *would* be accurate. Also it's likely we'll know the heights of
mountains, for example, so if we're working on a particular mountain it
would be useful to be able to define the max height it should reach. Using
this kind of "replace"/augment functionality in addition to the overlay
function mentioned above would be ideal.

> 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).

With the existing tiled output of L3DT, this seems like it should be fairly
simple to accomplish and would definitely be useful.

> ps Joe Slayton of Wilbur (he's helped us out already). ;)

Ah yes. Thanks. :)

> ps I'm still convinced that L3D could fundamentally change the way
> people build terrain models.

Absolutely. The two major feature additions mentioned above - overlay
support and replace/augment (with deviation/bounds controls) of a loaded
heightfield - would pretty much get us all the functionality we need at
present and would massively speed up our workflow. The terrains coming out
of L3DT ought to be essentially ready for use at the 20m scale. For finer
scales we'd probably want to do some hand editing, but just getting the 20m
done is a big goal for now. And I'm thinking more and more thay doing our
first 20k area up to 20m should be an initial goal, beyond which we should
move on to other areas and do them down to 20m. Once we have the whole of
the planet modeled at that level (a gargantuan task), we can consider going
smaller. And meanwhile spot areas of interest that require more detail can
be done down to 2m or whatever.

- Oshyan




Wed Nov 16, 2005 11:50 pm

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Message #146 of 177 |
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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
ticketseller...
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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
rofar_ds
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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
marktroutt@...
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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
aaron_torpy
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Nov 9, 2005
6:58 am

Hey! ... Me too! :) I just wonder if it would be too hard to provide a Delphi "version" as well. You know, I'm "learning" C++ for a while now but I'm wondering...
yahoo at ralf-lehmann...
loslalfos
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Nov 9, 2005
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