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SDK progress report   Message List  
Reply | Forward Message #147 of 177 |
Re: SDK progress report

--- In L3DT_users_group@yahoogroups.com, "Oshyan Greene"
<oshyan@s...> wrote:
>
> > -----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>

> > The abilty to load existing terrain and create in this manner in
> > *replace mode*....

> 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.

Yeah, the deviation/constraints is a good idea. I imagine it's not
an ideal situation for a programmer to have a 'base dem' which to
replace/augment, (easier to start from scratch maybe ?) but even
though on the face of it it may seem like the base dem gets in the
way, it does have a LOT of information in it, and importantly, self-
consistent and consistent with our global info too. I think this was
the only feasable approach via the tiling route. The other one is to
do the whole thing from scratch in one go or a few pieces...yikes!


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


Yes, I think I'm with you on that. With the 2m thingy I was reading
the script more to give Aaron an idea of the overall algorithm as it
were. Now that we have the 'globalisation' issue pretty much sussed
(ie, we can safely interpret Tolkien's wishes that Middle Earth is a
parallel Earth, ergo we use an Earth globe which brings many
technical advantages, and we have candidates for datums
(Numenor/Rivendell) and the configuration of the continents), it
would be more elegant (top-down approach again) to do that. We have
TGD and Leveller moving in the georef direction which helps. Plus it
has practical advantages- by the time we come to the monstrous 2m
datasets, we should have an easier time of it. We're operating on the
bounds of the 32 bit OS I feel with this.
The programmer collaboration between those luminaries Oshyan is
indeed a sweet dream :)










Thu Nov 17, 2005 2:29 pm

monkschain
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Forward
Message #147 of 177 |
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... <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
ticketseller...
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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
ticketseller...
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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
marktroutt@...
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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
12:08 am

Hi Ralf, Yup, I think I could write wrappers in Delphi (Lord knows I need the practice). I’ll probably do the C++ release first, get some feedback and make...
Aaron Torpy
aaron_torpy
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Nov 9, 2005
1:15 am
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