Hi Robert, thanks for your help.

> It's very hard to know what you mean and thus what to recommend.
> 
> What do you mean the "transformation is not smooth because of height
> value of coordinates?"
> 
> Could it be that you have float precision problems? The OSG by
> default uses double for all camera and all internal scene graph
> transform nodes to avoid jitter problems caused by float.
> 
> Again, don't know what you mean by "middle coordinate system".
> 

I am using double precision. X,y,z coordinates are over million in ECEF 
coordinate system after converting from lats/long/height. I supposed that 
graphic card is giving rounding off error and there is flickering on object 
motion in OSG.

So I want to use different coordinate system that is between world and local 
coordinate system. I am calculating all recorded object coordinates according 
to origin point and the origin point is the center of the terrain in geographic 
coordinate system (lats/long/height). I am using Delta3D's GeoCoordinate class 
for calculation. class reference link is below;

http://www.delta3d.org/api/api_2.0/classdt_terrain_1_1_geo_coordinates.html

I need to use different coordinate system that is between world and local 
coordinate systems for smooth motion displaying (without flickering). I hope 
that my problem is clear now.

Regards.

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=52413#52413





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