Precision Loss for very large positions in a level
Posted: Mon May 16, 2011 2:08 pm
Title explains everything.
For very large values of the in-game position all position dependent functions will lose precision (eg. aiming position or spaceship position and other). This in turn leads to a jittery effect.
To reproduce the problem, start earth.oxw and use the portal to travel to the Moon.
Positions are currently stored in Ogre Real format, which is of type float. This makes it very hard to increase the possible range of values for positions (ie. by using double format).
Either we commit to making small (positions and sizes smaller than 5th order of magnitude) levels, or we investigate in increasing precision to enable large levels.
For very large values of the in-game position all position dependent functions will lose precision (eg. aiming position or spaceship position and other). This in turn leads to a jittery effect.
To reproduce the problem, start earth.oxw and use the portal to travel to the Moon.
Positions are currently stored in Ogre Real format, which is of type float. This makes it very hard to increase the possible range of values for positions (ie. by using double format).
Either we commit to making small (positions and sizes smaller than 5th order of magnitude) levels, or we investigate in increasing precision to enable large levels.