When i wrote the code i did it with float, because i always did it like
that.
I dont see any objection to use double because most of time code use
double in osg.

I will have a look to migrate the code to use double.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net



On Tue, 2010-03-23 at 17:37 +0000, Michael Platings 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?
> 
> 
> 
> On 23 March 2010 17:08, Garrett Cope
> <[email protected]> wrote:
> 
>         Michael,
>         
>         Thanks for the reply. I figured that was probably the reason,
>         but wanted to check since it seems that other plugins (like
>         osgParticle) carry the double precision through the update
>         functions.
>         
>         I think all of the update functions would have to be changed
>         over to fix my problem, but it is probably too application
>         specific to make that scale of change. I'm setting the sim
>         time with an epoch-based timer, so it runs out of significant
>         digits when cast to float. It's probably best to handle it on
>         my end, but thanks for the info!
>         
>         
>         --jamie
>         
>         
>         ------------------
>         Read this topic online here:
>         
>         
>         http://forum.openscenegraph.org/viewtopic.php?p=26031#26031
>         
>         
>         
>         
>         
>         
>         
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>         
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>         
> 
> 

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