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