> Date:         Thu, 20 Mar 2003 14:42:17 +0000
> From: Jeremy Booth <[EMAIL PROTECTED]>
>
>    Been reading up on high res coords after marks post, I'm after some
> confirmation. A high res coord defines a point in very high res, you place a
> local using a high res coord, and a local lives in the virtual universe. I'm
> assuming this means, that any overlapping or very close locals can see all be
> 'seen' when rendering the scene, but things like picking/lighting across
> locals can't be done as they don't share a BG ?

Java 3D doesn't perform any culling between Locales.  If Locales are
close enough that the differences between the hi-res coordinates of
their objects can be represented accurately by the rendering hardware,
then they can be "seen" by each other.  Depending upon the precision of
the rendering hardware, you may need to perform some culling between
Locales to prevent inaccurate renderings.

I took another look at the OpenGL 1.4 Specification.  In Section 2.1.1
"Floating-Point Computation" it specifies that OpenGL implementations
need only be accurate to about 1 part in 100,000.  So it's probable that
the more inexpensive gaming cards are not going to give you much more
than that.  If you can keep the ratio of your smallest to largest
dimensions less than 1:10e5 then you should be able to get away with
using a single Locale across any card that supports OpenGL.  If not,
then you'll need to use multiple hi-res Locales and you'll only get
accurate rendering across Locales if the objects being rendered are less
than 100,000 quanta apart.

Lighting is supposed to work across multiple Locales, subject to above
constraints.  A Light node applies to all nodes in the virtual universe
subject to its influencing bounds, hierarchical scope, and the
lightingEnable flag of individual Material node components.

Picking is locale to a specific Locale or BranchGroup, so you'll need to
perform multiple picks for multiple Locales.

-- Mark Hood

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