I am working on a project that requires higher precision than currently offered by OpenSG. After a discussion on the mailing list a few months ago we came to the conclusion that we should first try to modify the RenderTraversal to use double precision matrices. In order to do this I need to make it possible to multiply matrices with different types. For example we need to multiply the Matrix4d stored in the MatrixStore by the Matrix4f in the Transform node core. What are people's thoughts on this? Is this something that we should allow? It is proving to be difficult because I have to define a lot of member templates to make things work. For example:
template<class ValueTypeR> void mult (const TransformationMatrix<ValueTypeR>& mat); template<class ValueTypeR> void multLeft (const TransformationMatrix<ValueTypeR>& mat); Am I going about this completely wrong? My thought was that as long as I am storing the MatrixStore as double precision and maybe add a double percision transform node core, I should be able to get the precision that I need. -Aron ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
