Yes I know that I currently accumulate error, but when I did it I was thinking about a zero-error so it wasn't a problem... The NodeTrackerManipulator does it, yes, but I'm working on a manipulator still existing in the project, and make a whole new manipulator looks a lot of work and I don't have enough time to do it...
Maybe in the future... Thanks for the help :-) Regards, Vincent. 2008/3/27, Robert Osfield <[EMAIL PROTECTED]>: > > Hi Vincent, > > You approach is iterative so the errors will accumulate, so it's based > to avoid this and go fetch the world matrices from the node your > tracking each frame. The osgGA::NodeTrackerManipulator does this. > > Robert. > > On Thu, Mar 27, 2008 at 8:57 AM, Vincent Bourdier > > <[EMAIL PROTECTED]> wrote: > > Hi Robert, > > > > For the moment I use a relative calculation (I compute on each frame > > depending on the last frame's position). > > I suppose that computing in absolute mode could be better... but I would > be > > more difficult to implement. > > > > Thanks Robert, I'll will try this if I have some time... > > > > One more question : If there any conversion between Quat and Matrix, or > Quat > > and Vector, or Vector and Matrix which can not be precise ? I mean some > > conversion function to avoid for example in the goal of beeing always > > precise ? > > > > Regards, > > Vincent > > > > 2008/3/27, Robert Osfield <[EMAIL PROTECTED]>: > > > > > Hi Vincet, > > > > > > Even with doubles there are still precisions issue, just much smaller > > > than with floats. If you are using a iterative calculation then if > > > you aren't care the errors could accumulate until their become > > > visable. The best thing to do is to avoid an iterative calculation > > > and calculate the new camera position based on the position of the > > > node in the scene on each frame. > > > > > > Robert. > > > > > > > > > On Thu, Mar 27, 2008 at 8:38 AM, Vincent Bourdier > > > <[EMAIL PROTECTED]> wrote: > > > > Hi all, > > > > > > > > I'm currently making a new Manipulator inherited from > MatrixManipulator. > > > > > > > > The specificity is : On the call of a function, the manipulator > (camera) > > > > have to follow a node which is moving. I mean that the camera have > to be > > > > exactly immobile relative to the moving node. > > > > For that i've used Matrix, Vec3 and Quat. > > > > > > > > All looks great, but after 10 minutes of running, I can see that a > > little > > > > moving difference between the node and the camera... if the node > rotate > > > > about 2 or 3 axis, the difference is more important... > > > > > > > > Using Vec3d, Quat and Matrixd, is there any reason for this lack of > > > > precision ? Or is it my method which is not good... ? > > > > > > > > Thanks. > > > > > > > > Regards, > > > > Vincent. > > > > > > > > > > > _______________________________________________ > > > > osg-users mailing list > > > > osg-users@lists.openscenegraph.org > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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