Because your 3D world is virtual and infinite, meaning that it's not fixed at 0 to 100. Your whole world could be 0 to 1 if you wanted or -1000 to 1000. This means that you really need floats because there will be too much error if everything is rounded to the nearest whole number. Also, If you were to use ints or longs, there would be potential for overflow instead of rounding, which would be disastrous for any of the math.
On Nov 25, 10:09 am, Waylon Grange <[EMAIL PROTECTED]> wrote: > Can someone explain to me why android.opengl.Matrix is implemented > using floats and not fixed numbers? Am I right in thinking this is a > big performance hit? Is there an alternative version or do I need to > write my own? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---