On Sun, Feb 11, 2007 at 08:40:13AM +0900, chris wrote: > Hee hee! That's really what I aim to minimise with the floating origin!! > I don't believe it is so manageable in a conventional origin-relative system. > The spatial error that I talk about generally increases linearly with > distance from origin so that is not such a big problem if you move the > origin every now and then - like every 3 km in MS flight simulator. > But there are a few situations where it can increase in powers of 2 - > rare so you can discount them if you want (I don't, but that's me).
So if there is no absolute origin, how do you organize anything in the space at all? I'm confused. You said that recentering everything is an expensive operation, yet you seem to be proposing that you move the center every frame??? Or are we talking about more than just a minor tweak to the renderer, but actually building an entirely new "non traditional" rendering loop directly in OpenGL? If you're proposing a new whole new rendering method, my second question is how does such a rendering approach influence the representaion? For VOS, we're mainly concerned with representation in a way that can be stored in a database and sent over the nework, rather than the specifics of how it is rendered. Our assumption has been sector-based rendering model, where there are lots of small sectors each with its own origin, with portals connecting sectors together. What you are proposing, if its supposed to be origin-free(?), seems to require some representation where objects are expressed relative to their neighbors, rather than relative to the global coordinate system. If that's the case, then how do you manage sprites (avatars, etc) which are moving around constantly? I think we've fallen down the rabbit hole. [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ]
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