Aren't you the author of the OpenGL SuperBible? :) Welcome to OSG, woot.
I bet a great deal of us own that book...

Anyways, a funny story:

A few years ago when I still lived at home my grandmother saw my copy of
that book and got real suspicious. She's very religious and thought that
OpenGL was some kind of "cult" I was in, since the title contained the
word "bible" in it. :) Funny stuff...

On Mon, 2007-11-12 at 08:48 -0500, Richard S. Wright Jr. wrote:
> Stephane,
> 
> I am fairly new to OSG, but I understand your problem quite well. I  
> developed (and continue to maintain) a commercial solar system  
> simulator. The scale runs from far flung trans-neptunian objects, to  
> flying up and almost touching the ISS. Even without going to the  
> stars, you simply cannot achieve this level of detail in a single  
> coordinate system with OpenGL, regardless of your calculated  
> precision. Instead of a brute force approach, you will need to  
> partition your universe by scale. When flying between stars, you do  
> not need the same frustum as when you are orbiting a planet. When  
> visiting the space shuttle, you do not use the same frustum as when  
> drawing the planet. Render the large scale universe first (but scale  
> it down to smaller numbers). Then the intermediate, etc.
> 
> I've done this myself "manually"... I would be interested in hearing  
> how to achieve this with OSG from other members. I imagine you will  
> need to create more than one scene graph and "superimpose" them.
> 
> Richard
> 
> On Nov 12, 2007, at 4:55 AM, Stephane Lamoliatte wrote:
> 
> > Dear mister Osfield,
> >
> > I currently develop a space simulator working with very hight dynamic
> > range data.
> > During the development I met multiple floatting point number precision
> > problems.
> >
> > For now, I try to solve one of these that come from OpenSceneGraph :
> > For my scene, I need to use Matrices, Vectors and Quaternions with a
> > very big accuracy. (I detail an exemple of osg accuracy problem  
> > below).
> > I wrote a Matrixr, a matrix of real, wich is a Matrix using the GMP  
> > library.
> > The problem is that I can't simply replace all matrices in the code of
> > OpenSceneGraph by my Matrixr.
> > I try to change the "typedef Matrixd Matrix" by "typedef Matrixr  
> > Matrix"
> > in osg/Matrix, but It does not work because some class don't use the
> > Matrix but Matrixd or Matrixf.
> > Another solution would be to develop new osg::Transform and
> > osg::MatrixTransform using the real type and the Matrixr class. But I
> > don't know how to make osg considers them as transform node without
> > inherit them from the original osg::Transform node.
> > By the way, I want to know if someone have already try to do this kind
> > of thing, and/or if there is an accuracy node kit in development to  
> > help me.
> >
> > Best regard.
> >
> >
> >
> >
> > Here is a detailed example of my problem :
> > There is a star far far away from the center of the universe.
> > For some reasons I MUST have this scene graph :
> > [rootNode : osg::Group] -> [starTransform : osg::MatrixTransform] ->
> > [starModel : osg::Geode] -> ...
> > The Matrix in the osg::MatrixTransform is a Matrixd that contains a  
> > very
> > big translation vector, for example at (x=10^20, y=0, z=0) from the
> > center of the universe.
> > I want to move in the universe, close to this star at (x=10^5, y=0,  
> > z=0)
> > from the star and then at (x=10^20 + 10^5, y=0, z=0) from the center  
> > of
> > the universe.
> > To compute the MODELVIEW matrix, osg implicitly compute (x=10^20 +  
> > 10^5,
> > y=0, z=0) - (x=10^20, y=0, z=0) .
> > But in fact, osg works like if the camera is in the center of the
> > universe at (x=0, y=0, z=0).
> > Why ? Because osg computes matrix transforms with float and double
> > values. In double : 10^20 + 10^5 = 10^20.
> > So I can't freely move in my universe using Matrixd and that's why I
> > need more accuracy.
> >
> >
> >
> > --
> > Lamoliatte Stephane.
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
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