The Problem of Floating Point Precision in Opengl, Vulkan and 3D in General - Part 3
Posted on Mon 04 April 2022 in misc

We have seen in the previous article how to handle position of object and camera in very large scene. But this still won't solve the shaky problem caused by matrix accumulation. We will here see that only a few place needs to use double precision, and not all your rendering …
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