View Full Version : Windows OpenGL drawing accuracy
Belgrad
11-16-2002, 06:13 AM
Is it restricted to float type precision? If not how to force it to be double?
[This message has been edited by Belgrad (edited 11-16-2002).]
[This message has been edited by Belgrad (edited 11-16-2002).]
mikael_aronsson
11-16-2002, 08:10 AM
Hi !
There are support for both float and double in the api, but I guess you would like to use double internally instead of float ?
I think most OpenGL hardware use float, and you cannot change it, the reason I guess is that it's only half the amount of data to send down the pipe line.
I am not sure if you would gain much with double anyway, the depth buffer is limited to 24 or 32 bits anyway.
Mikael
Belgrad
11-16-2002, 08:55 AM
http://www.opengl.org/discussion_boards/ubb/frown.gif((( Very bad news. It is essential for my project to be able draw with double accuracy...
[This message has been edited by Belgrad (edited 11-16-2002).]
nexusone
11-17-2002, 02:56 AM
You can store your data in double format, then convert it to float when drawing.
A float is more accurate then a double.
Originally posted by Belgrad:
http://www.opengl.org/discussion_boards/ubb/frown.gif((( Very bad news. It is essential for my project to be able draw with double accuracy...
[This message has been edited by Belgrad (edited 11-16-2002).]
Jambolo
11-17-2002, 10:00 AM
Originally posted by nexusone:
A float is more accurate then a double.
nexusone: Huh? Usually float has a 23-bit mantissa and double has a 52-bit or 64-bit mantissa. Look it up.
Belgrad: You must be doing something very unusual if you require the renderer to use double-precision. But you can always do the transformations yourself and just give OpenGL the final results.
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