Hi Miguel,

On Thu, 2004-07-22 at 05:29, Michal Idziorek wrote:
> Hi !
> I am visualising a sun system, and have the following problem, due the
> large distances between the planets.
>  
> It happens just to pluto (i guess, because its the farest from the
> sun, and relatively small).
> The sun is in (0,0,0).
>  
> When i see pluto and move or turn.  then i do not see a smooth
> movement of the planet,
> but it just appears in some discrete locations. 
> That does not look very nice.
>  
> It does not happen to the objects that are closer to the sun (even if
> they have similar radius, like our moon)

That sounds like a common problem in VisSim. Float resolution will only
get you so far (24 bits mantissa is not that much, on a solar scale),
and all current graphics chips only work with float...

To solve it the library and/or application needs to do some of the
camera and matrix math in doubles (model objects relative to their local
origin, use double positions/transformation matrices, use doubles for
camera transformations, do the camera translation in software on the
matrices before passing them to OpenGL). OpenSG itself doesn't support
this yet (nobody has needed it so far). I don't know what your app looks
like, if you manage some of the geometric attributes yourself you could
switch to doubles for those and do the subtraction before passing the
matrices to OpenSG. 

> p.s:  Far and Near Clipping planes, are already set to needed values,
> so changing them is not a good solution. 

That's a different problem that you're going to get if you have objects
in orbit (like satellites). Let's solve that when you have it.

Hope it helps

        Dirk




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