Hi Everyone, My, it has been quiet around here since the forum went up, hasn't it? Anyhoo, for the benefit of those who haven't subscribed to the RSS feeds for...
Hello everyone, For those that haven't visited the L3DT website lately or subscribed to the automatic news-feeds, you may be interested to know that there is a...
Hello All, I thought I might revive the mailing-list to notify users of a new beta-release of L3DT (v2.4 beta3). This one includes some recent improvements to...
Hello Karan, I'll post the latter half of my answer to the mailing list as well, for the sake of other users: The final price is probably going to be $25 USD,...
Hi aaron, nice work with the 2.3 b version did not try 2.3c.Could you send me the 2.3d pro evaluation build as well.You already have my details.Another thing...
Hi Everyone, I've installed a few bits of new software on the ol' server, including a PHP-based forum, users' gallery and wiki. If you're interested, check out...
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...
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,...
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...
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,...
... 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....
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...
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...
... 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 ...
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...
... 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...
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...
Hello, ... web site ... message ... Uh, yeah. I would have liked to, but the old website has been pulled-down by the host. Our contract was terminated (on...
Hi David, Map stitching is on my to-do list and I will get to it in turn. However, the writing of the SDK is taking precedence over just about everything, so...
I have seen some discussion in the boards about what I think of as a terrain stitcher" that is, the ability to work with a set of small tiles
which would then...
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...
... both ... heightfield, ... will in ... maintain the ... It would ... variation/deviation ... you want ... negative. Or at ... that's ... rules like ... ...
... <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...
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...
... 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...