Seems like the solution is this:

Increase the Z of the image plate to 5 meters.  This changes the scale to be
0.0055, which is beg enough to remove the precision issues.  But when you do
this your image plate geometry can now be obscured by other geometry if your
clip is 0.5 like we have it.  So you have to put the overlay geometry not
under the view transform, but in the main ordered group as the last thing
rendered, and update its transform with the view transform on each frame to
stay in sync.

Dave Yazel

----- Original Message -----
From: David Yazel <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, July 28, 2001 11:14 AM
Subject: [JAVA3D] Precision problems


Hi all!

I have a question for the math inclined.  I am experiencing a lot of what I
think are precision issues in my overlay system when my view is 3000+ units
from the origin.  The transforms are these:

ViewTG
|
ConsoleTG
|
Geometry


The console transform is scaling at 0.0006202004979235267, which tranforms
into image plate screen coordinates taking into account field of view and
screen size.  The geometry is all specified then using screen pixel
coordinates, so using (10,10) for the pixel location for example.

Turning the view causes the most wobble in the overlay, but translating also
does it.

What is the solution to this?  I am using floats for the coordinates, would
changing them to doubles help at all in this case? What about putting a
transform between the view and the console transform which moves it to the
origin?

Dave Yazel

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