For very large scene graphs, you should place collections of objects into
locales where locale origin coordinates are specified using HiresCoord
objects that implements 768-bit coordinates (I can't remember if they are
fixed point decimal or plain integer coordinates).  If you have one group of
objects at the origin and then another group very far away, you put the
first group into one locale centered at the origin and the other group in a
second locale centered at the appropriate far away location.  Each of the
object groups have coordinates specified relative to the origin (0,0,0)
which the locale translates to its location in the global coordinate system.

Roberto Speranza
President, Dot Internet Solutions Inc.
mailto:[EMAIL PROTECTED]
http://www.dotinc.net/
----- Original Message -----
From: Tim Bray <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: September 10, 1999 2:14 AM
Subject: [JAVA3D] Known soft spot?


> Hi - I've been chasing a super-ugly bug for 24 hours now and wonder if
> this is known to be soft spot.  I'm rendering an only-moderately-complex
> scene, but for reasons of computational convenience, the objects are
> at a great distance from the origin, e.g. at positions like
> x/y/z: 3979532.9191919193/0.5/565795.0 - I'm careful to then go translate
> the ViewingPlatform off to a reasonable place like
> x/y/z: 3979532.9191919193/0.5/565805.0... but I still can't see anything.
> I've been tearing the scene graph apart bit by bit looking for something
> wrong and I'm not finished yet, but before I spend a bunch more time,
> or invest some hours in re-writing my code to put everything around
> the origin, are there any known bugs with locating things "off in the
> boonies?"
>
> BTW, is there a good scene-graph debugging dumper or is this another
> roll-your own area? -Tim
>
>
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