Hi,

On Fri, 2007-07-27 at 09:53 -0500, Aron Bierbaum wrote:
> 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.

assuming OSG2 and IIRC the discussion, what was the reason not to use 
the same mechanism we used for fixed point math and switch
Matrixr and the other r type to double. This should switch most of
the internal structures (transform matrices, volumes, camera parameter)
to double.
What it does not switch right now would be the RenderTrav action because
we used the old RenderAction but this is just renaming Matrix to Matrixr
and Vec3f to Vec3r so it should not involve any code changes, except
for gl calls which should be added to the GLProfile.h. 

I can run the RenderTrav action through the fixed point math system and
make the changes on Monday (need my office machine).

kind regards,
  gerrit







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