Hi Michael,

On Tue, Mar 23, 2010 at 5:37 PM, Michael Platings <[email protected]> wrote:
> I see what you mean, yes all the update() and getValueAt() functions would
> have to be changed.
> I don't think this is too application specific to be worthy of attention
> though. Matrices can already be customised to use doubles or floats using
> OSG_USE_FLOAT_MATRIX, so I think it would be appropriate to have an
> OSG_USE_FLOAT_TIME option.
>
> Cedric, what do you think?

The OSG usually uses double for timing computations, it's particularly
important for an absolute time (such as FrameStamp::SimulationTime +
ReferenceTime().  For relative time computation that just operate over
one or two seconds I wouldn't see an issue with using floats.

I haven't looked the specific code at play in this thread, but it may
well be just natural to change the float to double.  Performance
difference between float and double is negligible for most CPU based
operations that scene graphs do and most modern hardware.   The use of
double vs floats is a bit difference when you start working on
geometry as the GPU constraints and the crucially the memory size and
bandwidth become critical a favour use of double instead of floats.

Robert.
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