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scattergl can't resolve date with sub-minute precision #995
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@etpinard I see sub-minute precision (in this case, seconds) on both versions in the codepen example: |
Indeed, I initially misinterpreted it as a tick label rendering issue. In this case I'd look into #413 first, because it's useful to solve this issue in combination with making the non-fancy |
@jackparmer a question for you at the end: having a PR for #413, we now have a PoC solution for this issue. The root cause was that the data path from the
I broadened the pipeline to 64 bits up till the (32-bit)
(*) with the last two examples, there's some dithering - eg. at the This 32 bit resolution limit is native to WebGL. With more work, it'd be possible to pass on two 32 bit arrays and combine them in the vertex shader. It slows down the vertex shader a bit, though it's unlikely to be a bottleneck. Still, there might be unexpected complications. I'd add that this resolution limitation isn't inherent to dates/times. It applies for plain numbers as well. What do we know about the expected combination of the span of time domain and the expected temporal resolution, should we shoot for a software based 64 bit solution in the shader or let's get feedback first? |
Slightly unrelated, but looking at the above screenshot, we should try to address gl2d date axis ticks formatting as discussed here. |
@etpinard @jackparmer doubling the available WebGL precision has worked out, giving us a millisecond-level resolution even over years or millennia: gl-vis/gl-scatter2d#1
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done in #1079 |
See http://codepen.io/etpinard/pen/ORjbkR
Probably because time stamps that long can't fit on the GPU. We'll probably have to rescale to data arrays about the xy axis range.
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