Hi Michael, I agree with you OpenGL does not (yet?) handle double precision, but FBX format does. And you may have some operations done on your geometry before it is sent to OpenGL (which is exactly what I do). Actually I need the double precision for my project to work correctly. So I guess there may be some uses :) And I think the changes are not very complicated here! It's only a few lines, don't you think?
Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Michael Platings" <[email protected]> a écrit : > Hi Sukender > I've added your writer changes. > The double precision option doesn't seem appropriate. AFAIK OpenGL > implementations convert doubles to floats so the option isn't useful > for OpenSceneGraph. It does however further complicate the code and > increases the likelihood of bugs. > > > On 12 April 2010 12:37, Sukender < [email protected] > wrote: > > > Hi Robert, hi all, > > Attached is our FBX plugin (BASE rev. = 11316): > > Double precision basic support: > - Fixed FBX writer: now handles double precision arrays (vertices, > normals, texcoords) > - Added FBX read option "fbxReadVerticesAsDouble" to read vertices as > Vec3d instead of Vec3f. > > Cheers, > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
