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Prim Tear above 2000 height?

DMonkey Questi
Registered User
Join date: 24 Sep 2007
Posts: 3
04-09-2009 10:38
Is there an optimum height for placing buildings? I recently bought a building and I am experiencing some prim tears in the building. I placed the building at a height of 2012? I am wondering if this is to high to place a building. Is there an optimum height to place buildings on a sim so that they will not experience any prim tearing?
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
04-09-2009 12:26
OK, I'm ready to learn a new term. I just did a search of the archives for "prim tear," but can't find any previous post that uses the term. I've been in this forum for a long time, but this is a new one on me. What does it mean? Can you post a photo, maybe? :confused:
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-09-2009 12:58
I suspect this is referring to slight rounding errors in individual object positioning because the "Z" coordinate isn't maintained to a high enough precision. They can be noticeable in small objects as low as 768 meters.
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
04-09-2009 13:00
Sounds like good old ever loving prim drift.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-09-2009 13:03
In the cases I've seen there's no "drift" involved. The prims just plain rez in the wrong spot.
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"And now I'm going to show you something really cool."

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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
04-09-2009 13:06
From: Argent Stonecutter
In this case there's no "drift" involved. The prims just plain rez in the wrong spot.


Why do physics go crazy and become unreliable at higher altitudes?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-09-2009 13:14
From: Briana Dawson
Why do physics go crazy and become unreliable at higher altitudes?
This happens even for non-physical objects. The "Z" coordinate is a floating point number with a limited precision. Once it gets large enough it's not possible to represent the position of an object down to the millimeter, centimeter, and once you get high it can't even indicate the correct meter, or even kilometer.

For example, when I used a push script to orbit myself over a couple billion meters all my attachments were "rounded down" completely off my avatar, and all the individual sections of my avatar were "rounded down" to the same vertical position, and I ended up twisted and broken with my eyeballs bedewing my chin like poor old Oedipus.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
Coonspiracy Store - http://xrl.us/coonstore
DMonkey Questi
Registered User
Join date: 24 Sep 2007
Posts: 3
04-09-2009 16:42
Wow, I've learned a lot :-) it makes sense now about the Z axis rounding, because most of the Tear where it looked like the objects were kinda phasing in and out or tearing apart occurred mostly in the Z positioning of the objects in question.
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
04-09-2009 17:15
From: Argent Stonecutter
I ended up twisted and broken with my eyeballs bedewing my chin like poor old Oedipus.
Thats about six times the distance to the sun, almost instantaneously. Are you sure it wasn't just relativistic contraction?