Hi Gerrit,
Gerrit Voss wrote:
>
> Hmm the r stuff actually wasn't a hack, it was meant to be the way to
> switch the underlying precision. Currently between float and fixed.
I was more thinking about switching everything to double, that would be
a hack. The r stuff is clean enough, just not totally consistent everywhere.
> I'm more tempted to call this the hack ;-) Because as soon as we drop
> the old render action the render trav action must be able to cope with
> fixed point math.
Ack! True. Maybe it would sense to have a separate type for MatrixStore
storage?
> My main question would be what would be needed to be double ?. The r
> mechanism switches everything which might be to broad to be useful
> for your problem.
Yeah, that's why for this one it's more of a hack that switching
MatrixStore.
IMHO what needs to be switched is mainly MatrixStore, some of the
Viewpoint/Camera math, bounding box math and adding a new high-precision
Transform Core. I'm actually surprised that just switching MatrixStore
works, but I guess the requirements are not too far away from float
precision. Trying to do low flyovers over Saturn and Earth at the same
time might be a problem. ;)
Dirk
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