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

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