I also agree that there's a problem in the case of acceleration calculation. I recorded two consecutive objectUpdate callbacks received by the viewer, and used that formula to interpolate the position values. in the case of avatar movement, this would work fine for a greater extent because there the acceleration was 0. But for objects that have an acceleration, the interpolated values look very strange. according to those position values, the object should move forward and backward, when it is supposed to move forward only. But the interesting thing is that I cannot see that object jumping forward and backward in the Second Life viewer. So the viewer might be using some kind of rectifying mechanism somewhere else to cope with these wrongly calculated values??
/Surangika
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