Hi Roland,
We hit the same issue a while back in the discussion of part smoothing and automatic per-vertex normal generation. The issue there was detecting co-located vertices that had different transform stacks on top of each other.
In that case, the precision of a vertex position is the precision of the transform stack multiplied by the precision of the triangle/quad itself, so the transform stack needs to be quite a bit more precise than what we accept for the geometry itself.
I don't recall whether a higher recommended number of digits came out of the discussion, but 2 or 3 clearly wasn't enough!
Cheers
Ben
We hit the same issue a while back in the discussion of part smoothing and automatic per-vertex normal generation. The issue there was detecting co-located vertices that had different transform stacks on top of each other.
In that case, the precision of a vertex position is the precision of the transform stack multiplied by the precision of the triangle/quad itself, so the transform stack needs to be quite a bit more precise than what we accept for the geometry itself.
I don't recall whether a higher recommended number of digits came out of the discussion, but 2 or 3 clearly wasn't enough!
Cheers
Ben