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#Actualwintertime

Posted 12 November 2013 - 04:59 PM

You could avoid doing that huge translate if you combine the chunk position with the camera position first, because they cancel each other out when you are near the chunk to watch it. Then create a single matrix from the result (or do a single OpenGL matrix stack call).

This way you avoid those irregularities from first creating 2 matrices with huge opposite translations inside, which give bigger float rounding errors when they are combined.


#2wintertime

Posted 12 November 2013 - 04:59 PM

You could avoid doing that huge translate if you combine the chunk position with the camera position first, because they cancel each other out when you are near the chunk to watch it. Then create a single matrix from the result (or do a single OpenGL matrix stack call).

This way you avoid those irrgegularities from first creating 2 matrices with huge opposite translations inside, which give bigger float rounding errors when they are combined.


#1wintertime

Posted 12 November 2013 - 04:57 PM

You could avoid doing that huge translate if you combine the chunk position with the camera position first, because they cancel each other out when you are near the chunk to watch it. Then create a single matrix from the result (or do a single OpenGL matrix stack call).


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