Re: [osg-users] Streaming world and integer limits

2012-10-31 Thread Dmitry K.

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What does it mean? I'm new to graphics engines and I just wanted to know was it 
possible to do several things or I shouldn't just waste my time digging into 
OSG.

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Re: [osg-users] Streaming world and integer limits

2012-10-31 Thread Dmitry K.
I appreciate your answer. I understood that I should firstly read books before 
asking silly questions. That's happened because I tried to understand OSG using 
BlitzBasic knowledge  :x

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Dmitry K.
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.

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Sergey Polischuk
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. zzfi...@hotbox.ru:
 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

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Dmitry K.
OK, thanks, looks like I need to read more about OpenSceneGraph before asking 
such questions.

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Re: [osg-users] Streaming world and integer limits

2012-10-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you're modeling on the earth, you should be using double precision
for your camera position...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dmitry
K.
Sent: Tuesday, October 30, 2012 2:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Streaming world and integer limits

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.

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http://forum.openscenegraph.org/viewtopic.php?p=50875#50875





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