Aron Bierbaum wrote:
> > A few months ago a spent a few hours trying to recompile OpenSG to use
>
> > doubles internal by changing the Vec3r and Matrix4r typedefs. Sadly I
> > failed because there were too many places that were directly
> > referencing Vec3f and Matrix4f etc. Also it got to the point where I
> > was getting compile errors on other types like colors. After talking
> > to Dirk a while back I also came to the conclusion that it may be
> > possible to use double precision for geometry and the
> > RenderTraversal's matrix stack. We will need to solve this problem in
> > the next few months too. So I would be interested to see what you come
> > up with.
> >
> I wrote a piece on the wiki about huge scenes (should maybe be called
> large-scale-scenes?).
>
> Please check & edit if you find errors, have additional info or just
> disagree. :-)
>

Thank you very much! In the past I've already implemented some of the
hints you suggested (like keeping the camera in the origin).
Another thing I'll try to do is to have more than one scenegraph, each one
with his own camera (but the cameras must be linked in some way...) and his
measurement unit, and then render everything on the same viewport, from the
biggest scenegraph to the smallest ( i.e. the milky way, then the earth
and finally a satellite), clearing the depth buffer on the way in.
If all this works, I'll write some notes on the wiki :)

http://opensg.vrsource.org/trac/wiki/HDI/HugeScenes
>
> Cheers,
> /Marcus
>
>
Thank you, bye
Christian

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