Hi Where did you found anything about node positions being stored as integers in OSG? Nodes are positioned with osg::Transform derived classes which use floating point (single or double precision, depending on build configuration) matrices\vectors\quaternions for transformations.
Cheers. 30.10.2012, 12:17, "Dmitry K." <[email protected]>: > I'm saying about position of a node. > If I model earth (for example) then the camera (for example) or another node > will move from southern pole (0, 0) to equator (0, MAX_INT) and then it will > move again to southern pole though it increments its position (not > decrements), due to integer overflow (MAX_INT + inc_pos = inc_pos). > > Again, if I have a node with position (200, 200) and a child node with > position (MAX_INT, MAX_INT) the result position of the child's node will be > MAX_INT + 200, MAX_INT + 200. That means integer overflow again. > > These two cases are not clear for me. Sorry, if I've expressed myself not so > clearly. Thanks for your answers. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=50875#50875 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

