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Questions tagged [precision]

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1answer
49 views

Planet Surface Rendering: Precision issues

I have been experimenting with C++ and OpenGL, and I am currently writing a program that renders the surface of a planet; specifically, our moon. It's a modified version of the GPU Gems implementation ...
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1answer
828 views

Why loss of floating point precision makes rendered objects vibrate?

I'm working on an open-world game. I noticed glitches when I move far away from the origin. The objects seem to be shaking or wiggle. Especially the z-fighting seems to wiggle. And the objects that ...
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1answer
44 views

Precision issue bouding sphere [duplicate]

I tried to make two spheres with bounding sphere to detect collision so they stop when they collide. But it seems that im having a precision issue. They stey stuck together because of small decimal ...
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2answers
163 views

Does 64-bit translation and transformation slow down the engine significantly?

So, how does one go with rendering world space calculated in 64-bit? How can that even work? GPUs can use Double Precision, but significantly slower than FP32. How can one achieve world space ...
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0answers
131 views

How can I render geometry represented in a 64-bit floating point environment?

In this video about Star Citizen, right at the 12:30 mark on the timeline you can see the player zooming in on a space station who's location is clearly out of the limit of 32-bit floating point ...
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1answer
101 views

Delta compressed world state when networking in JavaScript

Lets say we send a snapshot from the server to the clients about world details, containing object positions, velocities etc, every second. We should send only delta-data based on the previous snapshot ...
2
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1answer
369 views

How can I deal with vertex precision errors between terrain chunks?

I am using OpenGL to render the following scene, using vertex data from one of the map files of a popular MMORPG. The data is chunked and the pictured scene is made up of 256 (16x16) chunks. However ...
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1answer
1k views

Is it possible to use unnormalized texture coordinates from a GLES2 GLSL fragment shader?

I want to look up a texel from my GLES2 GLSL fragment shader using un-normalized texture coordinates (0-w, 0-h instead of 0-1, 0-...