Hi All,

Allen Bierbaum wrote:
>> 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.
> 
> This was our first thought too, but there were some problems that we 
> came up against and I think Dirk pointed out some problems as well. 

I don't remember, honestly, it's been a while. I see it as a hack, which 
is always a good reason to not do it. ;)

> That said, when looking through the code we didn't really fully 
> understand how the XXXr symbols were supposed to work and what they were 
> meant to allow in the system.

Fixed point math support for OpenGL ES. Mobile devices don't always have 
FPUs, so avoiding float is important.

> The path we started down yesterday was two pronged:
> 
> - We extended the Matrix class to allow interoperability between Real32 
> and Real64 types.  (multiplication, transforms, comparison, assignment, 
> etc).
> - We changed the MatrixStore code to track all accumulated 
> transformations matrices as double Matrices.
> 
> This seems to be working well so far and did not require too many 
> changes in code.

Sounds good! Did you notice any performance impact? Is that enough for 
you, given that you don't have the double Transform Core? or did you add 
that, too?

> If you (or anyone else) can think of a better way to do this, please let 
> us know ASAP.  If there is enough interest, I suggest we have a 
> conference call on Monday or Tuesday to discuss the options and come to 
> a consensus so we can get the code implemented in the next couple of days.

Better no. Maybe more performant by not doing double all the time, but 
if you don't see a performance issue I'm fine with it.

Yours

        Dirk

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