I just gave up fighting. There is no system that is going to both fast and infinitely precision.
So long ago I worked in a game middleware company. One of the most common problems was skinning in local space vs global space. We kept having customers try and have global skinning and massive worlds, then upset by geometry distortion when miles away from the origin.
I just gave up fighting. There is no system that is going to both fast and infinitely precision.
So long ago I worked in a game middleware company. One of the most common problems was skinning in local space vs global space. We kept having customers try and have global skinning and massive worlds, then upset by geometry distortion when miles away from the origin.