CompuServe Thread

3ds coords boundaries ?

10 messages in this thread
#166355From: Michael LudwigApr 23, 1995 6:47 PM
Hi Gary, We're currently working on a scale for Studio City 2000 over there on ASHOWCASE and some serious questions appeared. Is there a limit in coordinates that 3ds can use ? We had a discussion about "rounding errors" garbling your mesh when 3ds exeeds a 6-digit margin (100,000). Is it true ? Does a margin exist ? If so, at what values ? Thanx, Michael
#166630From: Yost GroupApr 25, 1995 10:28 AM
Since 3DS uses single-precision floating point numbers to store vertex coordinates (to save memory and for speed), there is an inherent limiting range in the overall scale/accuracy of your scene. This "range of accuracy" is a ratio of the smallest-to-largest object in your scene. Gus Grubba wrote up an explanation for how to compute that limit last year, and I happen to have that handy. Here tis. – G
#166661From: CSA/CAApr 25, 1995 12:48 PM
Gary, Remember to edit out the # from the message header when you're quoting previous messages. Gets a little confusing when they show up as new messages, numbered a few thousand back. Kevin Krell – Computer Support Associates
#166685From: Michael LudwigApr 25, 1995 3:29 PM
Gary, Thanx for the reply, but I'm afraid that helps me as much as white cheese on mars. <g> After experimenting for a while I think I have to correct my question : 3DS stops displaying coordinates at a number of 1.000.000. If you move a small object (1-100 units) out there and ROTATE it you get serious distortions… The distortion rate seems to be directly related to the proportion between the moving-out range and the size of the object. I experienced it only when rotating an object. Example 1: Rotating a 10-grid box of size 0.01 at 100 produces 1% distortion. Example 2: Rotating a 10-grid box of size 1 at 10.000 produces 1% distortion too. Example 3: size 100 at 1.000.000 produces up to 10% Looks like Gus could split his atom if he would be able to spot it <g>. Suggestions…. comments ? Thanx Michael
#166718From: Tim c BrananApr 25, 1995 8:00 PM
Odd I've never experienced this (or maybe I just am not undersanding it properly) I do a fair amount of landscape type stuff with large meshes that are usually in a geographic projection, which can dump objects out past the million cutoff point in 3ds. Usually these meshes can be 20 or 30 square miles, and I have place small objects (many thousands) in the scene, and not experienced any distortion, no matter how I may twist, distort, or rotate the small objects. It would be nice for 3ds not to stop at a million, though. It gets kind of annoying to not be able to track the coords at times. I don't have the option of moving it, because it has to match our mapping stuff. Oh, and there is the face limit per object, too, but I know that one is going bye-bye, so it doesn't frustrate me as much as it used to.
#167698From: Michael LudwigMay 1, 1995 6:21 PM
Well, I didn't experience it either until Don Newlands brought up that issue during the Studio City scaling ( yes, it's alive !). I even couldn't replay the effect until I pushed a really small object far, far out and THEN rotated it. Michael
#167709From: Tim c BrananMay 1, 1995 7:40 PM
Actually, after I downloaded the image that showed what the distortion looked like, I realized that I have experienced this particular gremlin. I didn't know what the heck was causing it, as it only seemed to happen with merged objects, or at least that is what I thought. I never bothered to mention it, since I never paid enough attention to when it happened because I never saw it happening right away, and I never bothered to try to reprduce it. That and I figured I'd get the party line about "checking your system for viruses, blah, blah,", and I know my copy isn't cracked, so it wasn't that, either. Now I know. My life is complete 🙂
#167894From: Michael LudwigMay 2, 1995 2:26 PM
Always glad to fulfill your destiny <g>
#166841From: Yost GroupApr 26, 1995 10:39 AM
The bottom line here is that using single precision halves the size of the scene and the amount of memory required to store it. You'll just have to work within the constraints of the system. – G
#167699From: Michael LudwigMay 1, 1995 6:21 PM
>> work within the constraints of the system. Thats what I try to push all the time….<g>. No bickering meant, I just wanted to share an oddity we discovered. Michael