Closed GoogleCodeExporter closed 9 years ago
Floating point coords start to have serious accuracy problems around and past
4096.0f
(on negative side too) if you assume 4 or 5 decimal points of accuracy (that
is, use
meters as units). Usually this manifests even more if you use "fast math"
compiler
switch. The calculations which are based squared distances show the symptom the
first
(which is the case of detail mesh generation you witnessed).
I changed the detail mesh generation to happen at local tile coordinates (bmin =
origin). This should fix at least the generation side of problems.
If and when you encounter some problems at the runtime bit, let me know and
I'll try
to find solutions for them. Ideally all the calculations should be done in some
sort
of local frame, but that complicates the code a lot. Another solution could be
to
offset the world at certain points in time to be closer to origin.
The generation fix is in the SVN rev 76.
Original comment by memono...@gmail.com
on 23 Nov 2009 at 8:52
Original issue reported on code.google.com by
seaninaf...@gmail.com
on 22 Nov 2009 at 8:14Attachments: