Hi Curt, On Saturday 26 May 2007, Curtis Olson wrote: > If this works as well as advertised (and it appears to) then this is a > really nice feature of OSG. Dealing with whole earth scales using floating > point numbers requires a few non-obvious tricks. For those not familiar > with the issue, a floating point number can represent about 7(-8?) > significant digits. The est-epsilon program in the tests directory of the > FlightGear source estimates the smallest floating point number that can be > represented. > > In practical terms, this means you run out of floating point precision > trying to accurately place yourself or objects on the surface of the world. > You could easily a several meter shift in the position of objects (or the > view point) depending on whether or not the results of your placement math > gets rounded up or rounded down. > > You can just use doubles because *everything* that opengl does uses > floating point math. > > This leads to scenery that will jitter back and forth by this amount as you > move. It's a huge problem for flight simulators, unless you are studying > alchohol effects on pilots or something. :-) > > OSG appears to have come up with a nice workaround/solution to the problem. > Cool ...
Yes, this works in that way. You can already see that in fg HEAD. Robert's library is heavily used in the Viz-Sim industry and thus exactly written for our needs :) Greetings Mathias ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel