Hi all. I didn't notice this until I started working with overlay geometry,
whose tolerance for inprecise rendering is extremely small. I found that
around the origin (0,0,0) and say up to 5,000 meters from that point, my
overlay geometry was rock solid. As I move farther away I notice it starts
to jitter a bit. By the time I am 20,000 meters from the origin I am seeing
variances of up to 3 pixels.
First of all why are they called meters? If you adjust your viewing height
from your scene to an "eye" level where the ground is not pixilated and
horizen looks correct, you find this is 20 vr units. Considering the
average person is under 2 meters, that makes the scale 10 to 1, which is
what my world feels like. 20,000 meters is feeling like 1000 meters to me,
about 3/4 of a mile. If I threw a 1/10 scale at the top of my scene graph
the result would look rediculous, even if I shrunk my viewpoint down to 2
meters.
But back to the main point. I don't really understand locales, but I did
read in the spec that said worlds 100's of meters could use one locale, but
imprecisions in floating point math would require multiple locales if the
world was bigger. Since what I am seeing looks like floating point
precision issues, I was wondering if I need to implement locales.
Have people worked with them before? How do you manage what amounts to
multiple coordinates systems? In a large contiguous world won't boundries
of locales represent an extrordinarily difficult object management issue?
Any feedback would be appreciated,
Dave Yazel
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