by Tom Plunket <gamedev@[EMAIL PROTECTED]
>
Jul 28, 2007 at 01:27 PM
bob wrote:
> When people use fixed point numbers for 3d triangle rendering, do they
> usually use 32 bit integers or 64 bit integers?
Fixed point is usually used when floating-point is unavailable, which
limits it to 32-bit machines. ...in my experience.
However, it really comes down to your requirements. 64-bit fixed point
would have an amazing range, although I'd suggest that for most
practical applications 32-bit fixed point would suit for pretty much any
game; you can get millimeter accuracy anywhere in a playfield of around
18 million square kilometers (that is, over 4000 km on a side).
-tom!
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