Fix text mentioning model vertex snapping in Large world coordinates (#6324)

The doc originally said that model's vertices would snap to the nearest
number represented by floating point, however, it is the objects origin
position that will snap to the nearest floating point, the individual vertices
will be fine.
This commit is contained in:
Clay John
2022-10-17 13:35:12 -07:00
committed by GitHub
parent 520ceaac85
commit 823021bed3

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@@ -28,7 +28,7 @@ In practice, this means that as the player moves away from the world origin
will decrease.
This loss of precision can result in objects appearing to "vibrate" when far
away from the world origin, as the model's vertices will be snapping to the
away from the world origin, as the model's position will snap to the
nearest value that can be represented in a floating-point number. This can also
result in physics glitches that only occur when the player is far from the world
origin.
@@ -123,7 +123,7 @@ precise at high values. The maximum value that can be represented is also
greatly increased by going from a single-precision float to a double-precision
float.
To avoid vertex snapping issues when far away from the world origin, Godot's 3D
To avoid model snapping issues when far away from the world origin, Godot's 3D
rendering engine will increase its precision for rendering operations when large
world coordinates are enabled. The shaders do not use double-precision floats
for performance reasons, but an `alternative solution <https://github.com/godotengine/godot/pull/66178>`__
@@ -229,7 +229,7 @@ some limitations when it comes to 3D rendering precision:
visible jittering when far away from the world origin.
2D rendering currently doesn't benefit from increased precision when large world
coordinates are enabled. This can cause visible vertex snapping to occur when
coordinates are enabled. This can cause visible model snapping to occur when
far away from the world origin (starting from a few million pixels at typical
zoom levels). 2D physics calculations will still benefit from increased
precision though.