3 ms·
Works great for most things. Things can get a bit complicated for scenes/models with large coordinates and 32 bit floats, but that's not something that fixed pr
by mschuetz 7y ago
Works great for most things. Things can get a bit complicated for scenes/models with large coordinates and 32 bit floats, but that's not something that fixed precision integers/decimals would solve. An easy way to solve these issues is to use floats for some parts of the rendering pipeline and doubles for others, e.g. double precision matrices on CPU side, then compute a combined world-view matrix where huge camera and huge vertex coordinates cancel each other out. You can then cast the double precision world-view matrix to a single precision matrix and use that for rendering on the GPU.