Thanks! You are correct :-)

On Mon, May 11, 2015 at 10:35 AM, Robert Osfield <[email protected]>
wrote:

> Hi John,
>
> On 11 May 2015 at 09:26, John Ivar Haugland <[email protected]>
> wrote:
> > Regarding vector and matrix operations in OpenSceneGraph, I have
> experienced
> > (some years ago) loosing precision when using the following operation,
> where
> > _localToWorld is a osg::Matrixd
> >
> > osg::Vec3d v = vertices->at(i) * _localToWorld;
> >
> > To get the correct result I had to compute it in two steps:
> >
> > osg::Vec3d vert = vertices->at(i);
> > osg::Vec3d v = vert * _localToWorld;
> >
> > I am not sure if this problem still exist with the current matrix and
> vector
> > classes.
>
> If you wanted double precision when you are passing in a float vector
> then I don't think you should be expecting the compiler to know
> automatically change it to double, or for the OSG to by default do
> double maths even though you passed in float.  The simple way is to
> explicitly convert the Vec3f to a Vec4f, but no need for two steps:
>
>   osg::Vec3d v = osg::Vec3d( vertices->at(i)) * _localToWorld;
>
>
> Robert.
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>
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
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