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@@ -28,7 +28,7 @@ In practice, this means that as the player moves away from the world origin
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will decrease.
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This loss of precision can result in objects appearing to "vibrate" when far
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-away from the world origin, as the model's vertices will be snapping to the
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+away from the world origin, as the model's position will snap to the
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nearest value that can be represented in a floating-point number. This can also
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result in physics glitches that only occur when the player is far from the world
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origin.
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@@ -123,7 +123,7 @@ precise at high values. The maximum value that can be represented is also
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greatly increased by going from a single-precision float to a double-precision
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float.
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-To avoid vertex snapping issues when far away from the world origin, Godot's 3D
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+To avoid model snapping issues when far away from the world origin, Godot's 3D
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rendering engine will increase its precision for rendering operations when large
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world coordinates are enabled. The shaders do not use double-precision floats
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for performance reasons, but an `alternative solution <https://github.com/godotengine/godot/pull/66178>`__
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@@ -229,7 +229,7 @@ some limitations when it comes to 3D rendering precision:
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visible jittering when far away from the world origin.
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2D rendering currently doesn't benefit from increased precision when large world
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-coordinates are enabled. This can cause visible vertex snapping to occur when
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+coordinates are enabled. This can cause visible model snapping to occur when
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far away from the world origin (starting from a few million pixels at typical
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zoom levels). 2D physics calculations will still benefit from increased
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precision though.
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