Doubles are twice as slow as floats so I'm guessing that's the reason.
However, Animation::update isn't called frequently enough that this should
be a significant consideration.
Does changing "float t" to "double t" and removing all the "(float)" casts
from that one function fix your problem? If yes then I recommend you submit
the change to osg-submissions.

On 23 March 2010 15:12, Garrett Cope <[email protected]>wrote:

> Hi,
>
> I noticed that osgAnimation::animation::update uses floating point
> precision rather than double for it's calculations.
>
> Was there a reason for this choice? I'm experiencing a noticeable loss of
> precision in my animations at this point.
>
> Thanks for your help,
>
> Jamie
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26016#26016
>
>
>
>
>
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>
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