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Can I get points coordinates?

 
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AlexanderX
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Joined: 19 Jul 2005
Posts: 3

PostPosted: Tue Jul 19, 2005 8:31 am    Post subject: Can I get points coordinates? Reply with quote

This is the first time I'm using DeleD and it appears to be a very useful program!! Very Happy
But I'd have a question: is there a way to view objects' points coordinates? I can view them exporting the project in X format, but is there a simpler way?
Thank you! Smile
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Jul 19, 2005 9:03 am    Post subject: Reply with quote

Hi there and welcome! Smile

You can view the coordinates in the DMF files, of course, but do you want to view them inside the program too?
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AlexanderX
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Joined: 19 Jul 2005
Posts: 3

PostPosted: Tue Jul 19, 2005 1:01 pm    Post subject: Reply with quote

No, it isn't necessary. I didn't know that coordinates are always integer numbers (also rotating objects, etc). So I can get them simply zooming a bit the view windows, positioning the cursor on the point and reading the values written in the window's caption (I thought that they were only an approximation).
Exuse me for the useless post and thanks for the quick reply! Smile
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Jeroen
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PostPosted: Tue Jul 19, 2005 5:02 pm    Post subject: Reply with quote

Post like this one are never useless. Smile

Anyway, in the near future, DeleD will most likely start saving coordinates as floats instead of integers. That's because a number of users are desiging very tiny objects/worlds and they need the accuracy of floating point numbers. In fact, DeleD already works with floats in the background, it just saves them as integers to the DMF.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Tue Jul 19, 2005 7:11 pm    Post subject: Reply with quote

Jeroen wrote:
Post like this one are never useless. Smile

Anyway, in the near future, DeleD will most likely start saving coordinates as floats instead of integers. That's because a number of users are desiging very tiny objects/worlds and they need the accuracy of floating point numbers. In fact, DeleD already works with floats in the background, it just saves them as integers to the DMF.


Confused If your going to do that:

Some old editors used to cap the grid and the allowable building space at 4096ish in either direction, because after that the floating point starts to lose too much accuracy.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Jul 20, 2005 7:51 am    Post subject: Reply with quote

Precision is fun Very Happy

1. We would theoretically be moving from integer precision to float precision here. The first float-integer accuracy miss kicks in somewhere around +/- 16777217. That's a lot more than 4096 Smile

2. In the current Integer-based solution, complex operations like rotation and such still already are float based. Actually, internally, we store the vertices as floats already, we just round them at specific points (load/save, some specific actions).

3. Precision is a relative thing. When modeling on such a big scale, you don't really notice something that 1 or 2 units off.

4. In the end, your graphics card works with single floats internally, so you don't get any more precision then that when you ultimately render your data.

While your remark is 100% correct (modelling with really big floats is unwise), it doesn't really apply to our situation. DeleD is definitely not loosing much precision when moving to floats (only some absolute precision in the 16777217 - 2gig range). The advantages of moving to float representation (i.e. getting rid of the precision problems at the sub-integer scale that comes really naturally when modeling) greatly outweigh this.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Jul 20, 2005 9:44 am    Post subject: Reply with quote

Paul-Jan wrote:
That's a lot more than 4096 Smile
I think you are correct there. I dunno where i got 4096 from, it's way off. Laughing way, WAY, WAY, off.

Users used to go off the grid a bit, which was allowed (but no grid was drawn past that) and get bad results on their smaller objects, and post screenshots. There would be triangles with their vertices going out in random directions and being all misformed. Laughing

I think it may have been 16,000. Because with a far clip of 32,000 you could stand in one diagnal corner, and see the other (when using a map that took the full allowable space.)

The Dungeon Siege team write a funny article about this a few years ago. They found this out the hard way when they distant objects were being rendered all funny, and when they walked out far enough, everything just become 1 big line (out of a curvy terrain) And they had to chop all their world up into tiny pieces and make a new coordinate system. Confused
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