6 ms·
Not necessarily, but it doesn’t solve the problem - if you calculate MVP on the CPU with double float precision, when you pass the final matrix to the shader, i
by AlunAlun 4y ago
Not necessarily, but it doesn’t solve the problem - if you calculate MVP on the CPU with double float precision, when you pass the final matrix to the shader, it will be cast down to single float precision, and cause the issue described.