Open khairul169 opened 6 years ago
Might be related to float/half precision. (just a thought)
this is floating point precision, wont be dealt with throuhgly until 3.2
Testing MRP, below are very rough impressions of how this issue presents. Test involved opening test.tscn and moving the test node along the x-axis.
Testing on linux mint 18.3, GeForce GTX 750 Ti, driver: nvidia 384.130
3.1.alpha2 Can reproduce distortion seen in screenshots above. Distortion becomes noticeable close-up beyond ~256 units, from medium distance beyond ~400 units. No jitter when moving node, but distortion becomes severe at distances beyond ~1000 units.
Godot 3.2.2.stable Jitter when moving node becomes noticeable close-up beyond ~12000 units, from medium distance beyond ~60000 units. Non-moving distortion becomes noticeable close-up beyond ~30000 units, from medium distance beyond ~60000 units. (note that because of jitter, the distortion fluctuates in intensity as x-pos increases, so some positions may look good while nearby ones look bad.)
Takeaway: the sort of extreme distortion at middling distances described in original comment no longer appears.
Godot version: v3.1.dev.custom_build 0b7df80eb1b1f6415b397f0ac115da5014b7b8a8
OS/device including version: Windows 10 x64 Intel HD 4000 & GT 820M
Issue description: I'm currently developing a fps game with huge world, and when i am moving to far location, the mesh got strange result.
Mesh at position 0, 0, 0:
And when it's transform translated into 2048, 0, 0:
It was not happening when the mesh doesn't belong to armature node or exported without animation.
Steps to reproduce:
Minimal reproduction project: sample.zip