Hi,
We also created a version with doubles for the project that I'm working on. 
(The reason for this was that we needed to calculate the derivative of a 
geocentric terrain given a lat/long coordinate.) It would be convenient for us 
if this option was given as a cmake flag. I'm pretty new to osg so my question 
is basically what "it never got into the trunk" means - was it not a good idea? 
Why has it been rejected?

Regards,
David Karlsson

________________________________
Från: [email protected] 
[mailto:[email protected]] För Tomlinson, Gordon
Skickat: den 15 april 2009 15:51
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Erratic intersections with long line segments

Thanks Marcin

That's sort of what I was thinking that it had to be rounding, our tiles are 
localized so YX are relatively small but the Z could be any value range on the 
earth and seabed,
1million,-1million was over kill  for the segment length.

Be we will look to go the double route .

Thanks again for you reply,


Gordon
Product Manager 3d
__________________________________________________________
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________


________________________________
From: [email protected] 
[mailto:[email protected]] On Behalf Of Marcin Prus
Sent: Wednesday, April 15, 2009 4:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Erratic intersections with long line segments

Hi Gordon,
we had similar problem here. We were standing exactly at the edge of 2 adjacent 
triangles in large terrain database and osgUtil::LineSegmentIntersector failed 
because of internal floating precision. Using doubles instead of floats inside 
osgUtil::LineSegmentIntersector solved our problems.

I've made submission on 18.02.2009 with modified LineSegmentIntersector using 
cmake flag to set float or double precision internally but it never got into 
the trunk. You can look at it and create your own LineSegmentIntersectorDbl : 
public LineSegmentIntersector with double maths inside. Perhaps this will help 
- it did in our case

Best,
Marcin Prus

Tomlinson, Gordon pisze:
HI All

I posting this for one of my folks who's is having some erratic results when 
using a long vertical line segment and the standard 
osgUtil::LineSegmentIntersector

Basically when he sets a line segment up with  end X,Y, 1000000 and start X,Y, 
-1000000 , occasionally we fail to get a hit even though we are in the middle 
of the terrain skin, although moving the X,Y several meters in any direction 
and we get a hit.

If we reduce the Z of the line segment to 500k and -500k this happens less 
errant fails,

if we reduce the Z's to 1k, -1k then we never get a fail,

further when we are failing with the intersections if the camera is further 
away from the intersection the less fails we get, the more we move closer to  
the intersection point the more fails we get.

Our Near and Far clip are fixed, 1 to 10-20k , the terrain skin is stanard OSG 
geometry, nothing fancy, some lods, but the level and which  lod is showing 
does not seem to be the issue

I'm at at a loss to why this may be happening, we are not doing anything out 
the oridnary in this case that I can think that would cause this erratic 
behaviour ,

 any one seen anything like this  before ?


thanks


Gordon
Product Manager 3d
__________________________________________________________
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival"
- Master Tambo Tetsura


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Kierownik Projektu

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