float precision

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BOCCARA Michael (MICHAEL.BOCCARA++at++siege.aerospatiale.fr)
Wed, 27 Nov 1996 18:09:30 +0100


      Hi Performer's,

     I have a quite general question.
     What would you propose to access to double precision for graphics concern ?

     We are making space simulations with Performer 2.0 on an Onyx RE2.
     According to the Performer Programming Guide, the graphic subsystem does only
     support floating precision, not double.
     The problem is that in space simulations, we have very important differences
     of scale between object, for example between a spacecraft and the Earth.
     So if we want to be able to see both a flying spacecraft in Space, and the
     Earth, we have to set a very high ratio between Near and Far clipping planes,
     that causes flickering in float precision.
     Moreover, we have the same problem of precision concerning 3D positionning of
     objects. Indeed, we need a precision of about 0.1 meter for an object which
     is positionned at about 10000 kilometers from the Earth's center. We dont
     have this precision with float variables, and so the result is a kind of
     shiverring of objects.
     The solution would be to work in double precision for graphics system, which
     does not seem to be permitted.

     Does someone have a trick to play with those problem of floating/double
     precision ?

     Does the Infinite Reality graphics support double precision ?

     Thanks for your replies,
     Kind regards,

     Michael Boccara
     Software Engineer
     Aerospatiale, France
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