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A cube put at (0, 0) with the camera targeted on it is correctly rendered
After changing its coordinates to large values, its shape is obviously distorted:
After a fast glance of the code, I think the reason is the limit of single-precision floating point. Worldview uses float to render shapes, which can preserve roughly 6~7 decimal digits. Thus in the above case, some dm-level and all cm level information is lost, resulting in the distortion. Data pre-processing is needed for such large values, i.e. use the value after mod calculation instead of the raw values (7018.084 instead of 837018.084).
The text was updated successfully, but these errors were encountered:
Try out https://github.com/foxglove/studio. We do some more intelligent math when you are viewing things centered around certain coordinate frames that are far away from others. There’s a chance it may help for your use case.
Large coordinate values are not handled correctly
A cube put at (0, 0) with the camera targeted on it is correctly rendered
After changing its coordinates to large values, its shape is obviously distorted:
Reproducing code: https://codesandbox.io/s/objective-darkness-t02fi7?file=/index.js
After a fast glance of the code, I think the reason is the limit of single-precision floating point. Worldview uses float to render shapes, which can preserve roughly 6~7 decimal digits. Thus in the above case, some dm-level and all cm level information is lost, resulting in the distortion. Data pre-processing is needed for such large values, i.e. use the value after mod calculation instead of the raw values (7018.084 instead of 837018.084).
The text was updated successfully, but these errors were encountered: