Hi all, Well, I'm in favor of: 1. Let the user choose 2. Not breaking backwards compatibility
So I guess putting a simple option in readers would be the best choice. As of 3DS, please note this format does NOT store double precision, so yes it sounds okay to me if it create float arrays. I think this is the same with OBJ and DXF. And about the DAE, I'm *currently* working on support for double precision... ;) As of OpenGL, I don't know enough to tell...! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Jason Daly" <[email protected]> a écrit : > Michael Platings wrote: > > > > > > 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. > Just the way you phrased that sentence makes it sound wrong to me. An > API should never assume it knows more about what the app needs than > the app itself. > > > > > > > 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. > > Sounds like a lot of plugins need fixing... > > > > > > > > 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? > > OpenGL too... > > http://www.opengl.org/registry/specs/ARB/gpu_shader_fp64.txt > > > > > > > > > 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? > > Isn't it possible you might have an app that needs double precision > and a different app that only requires single-precision? Personally, I > wouldn't want to have to keep two copies of OSG around just because > it's not configurable enough at runtime. > > --"J" > > > _______________________________________________ > 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
