Hi Andrew,

OpenGL and the OSG store vertices as floats so you won't be able to
achieve much going this route.

The way I tackle such issues is create a subgraph with local origin
then use a MatrixTransform to position that data into the earth
centered earth fixed coordinate system.  Since the OSG accumulates
matrices as doubles by default it maintains the precsions as long as
possible.

Robert.

On 6/5/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:
Hi,

I have a bunch of models in a proprietary format that I'm converting to
OSG format.  The models are simple meshes that consist of vertices,
triangles, and texture coordinates.  They are all geo-referenced and use
the UTM/WGS84 coordinate system.

Recently, I have converted all the models to the Lat/Long coordinate
system.  To represent the models' vertices accurately in space, I need
to retain 9 digits of precision after each vertex coordinate's decimal
place.  The problem I'm having is that when I write the models to OSG
format, it's only saving between 2 and 5 decimal places.

To generate my vertex arrays, I simply create an osg::Vec3Array.  Then I
call push_back(osg::Vec3d(x, y, z)) for every coordinate, where x, y,
and z are double precision.  When I'm done populating the array, I add
it to my geometry node via setVertexArray().  Then I add my triangle
indices and texture coordinates.  Last, I write out the file using
osgDB::writeNodeFile().

When viewing the file in osgviewer, it does not look correct at all.  I
discovered this is because the number of decimal places in the vertex
coordinates is being truncated.  I was hoping someone could tell me how
to output all 9 decimal places in the OSG file.  Will this same solution
work for an IVE file?

Thank you!

Andrew
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