>
>  Unless I'm misunderstanding something, this is not an OpenGL issue. If my
> scene graph uses double precision, and you write an FBX file, then I'd
> expect to get double precision when I load that FBX file. The FBX plugin
> should not decide, on the app's behalf, that it really doesn't need double
> precision, right?


*Every plugin* decides, on the app's behalf, that it really doesn't need
double precision. DAE, OBJ, DXF, 3DS etc all import floats, because that's
what OpenGL renders.
If an app does need double precision then I'm not quite sure what the
correct solution to that is, but an arbitrary option for one particular
plugin isn't the right way to go about it.


Unless I'm mistaken, the OpenGL API has handled double-precision values for
> years.  More importantly, the latest hardware from ATi and NVIDIA supports
> double-precision values as well


The API has support, but all the *implementations* I knew of last time I
checked converted the doubles to floats in the driver. This may have changed
in the latest greatest hardware although I got the impression it was
directed at OpenCL/CUDA/CTM?

If double precision is generally useful then it's definitely something to be
addressed at a higher level than a plugin option. A config option like
OSG_USE_FLOAT_VERTEX perhaps?
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