[ODE] Huge world vs precision problems
Anders Olofsson
anders.olofsson at biologigrand.ac
Fri Mar 10 02:59:36 MST 2006
I tried the double precision version of ode but the problem was still
there, so.. I just made a little graphic test (OpenGL), 2 rotating
triangles one at origin and one at the far edge of the world. Ofocuse the
one at the far edge wobbled, kind of obvious. Then I tried specify the
triangles using doubles, no difference, still wobbling!. Strange and
depressing. So the problem isn't just in ODE, duh.
What about scaling everything down to the size wich can be "handled" by
floats?. Any other drawbacks than the agony? ;)
Thanks everyone.
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