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. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52413#52413 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

