Hi Artur Ok, just found a statement in this group (forgot where), telling me, J3D is using floats internally. So the question arises, why i can use doubles nearly everywhere (except for the reason of decreasing performance)? Wouldn't it make sense, to let J3D use doubles internally (everywhere), and converting them to floats only when nessecary (i.e. when passing the data to DirectX or OpenGL)?Imho this would drastically increase the accuracy of transformations (and maybe, as well decreasing performance :( ). I admit that i don't know the internals of J3D as good as many other people in this list, but i would like to know, the hows and whys (concerning the float vs. double problem), or at least a pointer to some information about this topic.
-emanuel > Emanuel Brzostowski wrote: > > > > > I just can't believe, precision of double is'nt sufficient for the > given > > testcase (but obviously i'm wrong). > > Float, not double. There are many places internally where java3d uses > floats, converting from doubles if needed. And precision of float is not > sufficient for your testcase. > > Artur > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the > body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > -- +++ GMX - Mail, Messaging & more http://www.gmx.net +++ NEU: Mit GMX ins Internet. Rund um die Uhr f�r 1 ct/ Min. surfen! =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
