## Re: [Algorithms] Huge world, little precision

 Re: [Algorithms] Huge world, little precision From: Brian Osman - 2007-03-01 15:08:57 ```I suspect most people here will tell you that modeling something that large as a single object is simply a bad idea. For various other reasons (particularly culling), you really want that object subdivided anyway. And as long as you subdivide the object, this problem basically doesn't exist. It's more work, for sure, but the alternative is to simply throw away a slightly-smaller-than-planet-sized sphere of usable range/precision. -Brian ----- Original Message ----- From: "George van Venrooij" To: "Game Development Algorithms" Sent: Thursday, March 01, 2007 10:00 AM Subject: Re: [Algorithms] Huge world, little precision > This is only true for objects whose size does not cause precision > problems. > Unfortunately, planetary bodies do tend to have such sizes. See my > original > post. At least, that's what I think... If I'm wrong about this, please > explain, it would save me a lot of trouble :-) > > George > > > ----- Original Message ----- > From: "John Ratcliff" > To: "'Game Development Algorithms'" > > Sent: Thursday, March 01, 2007 15:44 > Subject: Re: [Algorithms] Huge world, little precision > > >> Dude, you do not have to transform the vertices! You only have to >> transform >> the translation component of the transform (not the rotation component)! >> When you build the matrix to send to the shader, just modify the >> translation >> component to be relative to the camera position. >> >> Also, I don't quite understand this conversation about high precision >> rotations. Rotations are always in object space, often represented as >> quaternion's which are normalized rotation values and, with these, normal >> float precision is just fine. The only issue is the giant translation >> component which, with a minor joggle to your object-to-world transform >> can >> be easily corrected. >> >> John >> > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > ```