[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)