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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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