I am trying to port ossimPlanet to use OpenSG instead of
OpenSceneGraph. So I need to have transforms that can store values on
the global scale. I do realize that OpenGL hardware uses
float-precision, but I don't know of a better way to address my
problem. Does anyone have any ideas?

Thanks,
Aron

On 1/22/07, Marcus Lindblom <[EMAIL PROTECTED]> wrote:
> Aron Bierbaum wrote:
> > I am trying to write an OpenSG 2.0 application that requires the use
> > of double precision matrices. Is there currently a way to tell OpenSG
> > to use OSG::Matrix4d instead of OSG::Matrix4f internally? I did notice
> > that the OSG::Transform node core uses a OSG::Matrix4r typedef, should
> > I just redefine that before compiling.
> >
> Short comment: Most (if not all) OpenGL hardware uses float-precision,
> therefore OpenSG uses floats almost everywhere. Nevertheless, changing
> the typedef and call glMatrix4dv instead of glMatrix4fv should
> definitely be possible, and quite simple as well.
>
> Changing it everywhere is likely not trivial (i.e double precision from
> node::getToWorld, node::getVolume, IntersectAction, etc).
>
> Just out of curiosity, why do you need it?
>
> Cheers,
> /Marcus
>
>
>
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