[osg-users] Vec3d vertex array in Geometry
Bradford, Chase
CHASE.BRADFORD at saic.com
Mon Aug 13 13:20:51 PDT 2007
Thanks Robert and Bryan,
I had implemented the nodekit using floats with a transform above it,
but the code looked clunky, since the vertices are dynamic. I end up
having to constantly check to make sure the vertices are close to the
origin, and if not, adjust the transform and all vertices to recenter
them more locally.
I wanted to clean it up, and saw double vectors as the best way, but oh
well.
Chase
> -----Original Message-----
> From: osg-users-bounces at lists.openscenegraph.org [mailto:osg-users-
> bounces at lists.openscenegraph.org] On Behalf Of Robert Osfield
> Sent: Monday, August 13, 2007 12:58 PM
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] Vec3d vertex array in Geometry
>
> Hi Chase,
>
> The is double support for osg::Array/osg::Geometry, and no support in
> OpenGL hardware for it anyway so it having it in the OSG would be
> rather a waster of space, bandwidth and performance as OpenGL would
> only have to cast all the data down to float to send it to the card.
>
> The way to handle numerically large datasets is to use local
> coordinate frame for tiles, and then a transform node above it that
> positions it in its final world coordinate position. The is how
> osgdem creates its whole earth databases.
>
> Robert.
>
> On 8/13/07, Bradford, Chase <CHASE.BRADFORD at saic.com> wrote:
> >
> >
> >
> >
> > Is there a way to use double precision vertex arrays with an
> osg::Geometry?
> > I didn't see an enum for Vec3d entries, but I wouldn't doubt that
the
> > TemplateIndexArray provides some support.
> >
> >
> >
> > Thanks for any info,
> >
> > Chase
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> >
> >
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