I am currently evaluating Blender for use as the scene construction tool in a system for simulating a real-world aircraft radar. (This is real rocket science!) I have to model the aircraft at a high level of detail (1mm) yet the distances between aircraft can be 100's of km. Blender uses C float internally for coordinates, which allows a factor of at most 10^7 between the smallest and largest features of a scene, so it doesn't pass muster.
But I haven't given up on it, because in all other respects, Blender tops the list. So my question is this: how much effort would be needed to implement a compile-time option to use C double internally for coordinates? I know it would cause file format incompatibility between the float and double variants, but that is not a concern for my project.
I have made a cursory inspection of the source code and it looks to me like the C float declaration for coordinates is scattered throughout the code, not centralised in a single place with a typedef, but perhaps someone can give me an idea of how deeply the C float decision is embedded in the architecture.
Many thanks in advance,
Compiling, libraries, modules, coding guidelines and porting
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