Curtis L. Olson wrote:

> It would be interesting to see if the current differences in the
> values amount to a single bit difference or something larger.  If they
> are just a "bit" (literally) different from each other, then doing the
> math in double precision might not help ... if the double precision
> results are a "bit" different, then when they are rounded to float,
> they could each go a different direction respectively and we could
> still see jitter.

Are you all sure the internals of OpenGL are all floats?
When I do man glVertex I get:


void glVertex2d( GLdouble x, GLdouble y )
void glVertex2f( GLfloat x,  GLfloat y )

Erik


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