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