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Thanks - its actually world space :)
by gavanwoolery 11y ago
Thanks - its actually world space :)
- daenz 11y agoSpeaking of world space, have you run into any precision errors in world space? The further you get away from the origin, your floating point numbers lose precision, so I've understood that doing world space transformations and comparisons can lead to artifacts. Have you had to compensate for this anywhere yet?
- gavanwoolery 11y agoYes I've hit these errors in the past. One way around it is to keep things local to camera space (as far as rendering goes).