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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