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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