On 2/13/07, Reed Hedges <[EMAIL PROTECTED]> wrote: > chris wrote: > ...there's a global coordinate system, and a local rendering coordinate > system... > > > So the main thing that you need to do, I guess, is represent your global > coordinate system not with IEEE floating point numbers (doubles have the > same problem, just further out), but with a fixed point representation > (or string even), and be careful in converting them from that > representation into IEEE floats but in the local viewpoint-centered > rendering coordinate system. > > Right?
Yes, as far as coordinate system considerations go, that's pretty much it. tho it does not matter if you use doubles, quads or fixed - so long as you maintain sufficient precision and therefore accuracy in the object system - whatever works best. I do suspect, however, that a floating point representation will give better scalability in the general case. chris > > Reed > > > _______________________________________________ > vos-d mailing list > vos-d@interreality.org > http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d > _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d