[HN Gopher] Emulating Double Precision on the GPU to Render Larg...
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Emulating Double Precision on the GPU to Render Large Worlds -
Godot Engine
Author : coppolaemilio
Score : 13 points
Date : 2022-10-17 17:55 UTC (5 hours ago)
(HTM) web link (godotengine.org)
(TXT) w3m dump (godotengine.org)
| bpye wrote:
| I wonder if there isn't another solution here. It seems like the
| issue is due to large translations? Presumably your view frustrum
| is small enough that single precision floats are sufficient for
| the entire range, so couldn't you just add subtract some offset
| when calculating the translation matrix for both your view and
| the model translation? I suppose this may result in instances
| where you need to recalculate the translation matrix for some
| visible meshes, but that seems less complicated that trying to
| increase the on-GPU precision?
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(page generated 2022-10-17 23:01 UTC)