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
>
>
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