HI Allen,

Allen Bierbaum wrote:
> It seems like we would need to use the doubles path everywhere.  Said 
> another way, why would camera calculations be the only place that this 
> is needed.  Wouldn't we also need it with the bounding volumes in 
> general since the verts in the geom cores are going to be doubles.  It 
> seems like if we used floats for the bounding volumes in this case, then 
> things like ray intersection detection would be broken.

Everybody I've seen so far doesn't do that. They all use tiles that are 
centered 
around the origin and use float data. That makes sense, as floating point 
numbers loose precision rapidly when you move away from the origin, so even 
with 
doubles you can represent very large numbers, but once you get far away from 
the 
origin precision gets lost. Then those tiles are positioned in space using a 
transformation (possibly double precision, but not necessarily, see below). So 
in theory you would have to do everything related to transformations (including 
bvolumes) with double precision.

I have been confronted with something like a flight simulator before, and in 
that application we got away only doing the camera math in double and 
everything 
else in float. IMHO the reason was that there are inversions and other matrix 
math in the Camera calculations that get bad for large numbers in float. That's 
why I recommended that as a first step, and try to write it in a way that would 
make it easy to expand later.

> Has anyone successfully used OpenSG with double precision?

I've never needed it so far.

        Dirk


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