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Use double-precision floating point numbers instead of single-precision #45

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Unarelith opened this issue Feb 16, 2020 · 1 comment
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@Unarelith
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Unarelith commented Feb 16, 2020

Using single-precision floating point numbers can seriously affect bounding box and meshes that are far from (0;0;0).

However using double-precision floating point numbers can affect performance and data transfers.

Evaluate the pros and cons of such a change.

Thanks to p_gimeno for pointing this out.

Notes

  • At 500 000, 500 000, there's precision issues with the player movement and the camera
  • OpenGL should still use single-precision floating point numbers to avoid impacting performance too much
  • One way to do that would be render the world depending of the camera coordinates
@Unarelith
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