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I may be missing something, but how would that help? We could take the Clipper approach and do everything in integer coordinates, scaling the input to the right range, but floating-point basically does just that, except it's automatic. The only real tradeoff is you only get 24 bits of precision instead of 32. I don't see how normalized floats would help, unless you're talking about our Clipper conversions, which could certainly use some work. Precision loss only happens when combining objects of different magnitudes, which I think is unavoidable regardless of how you scale. |
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It seems that some applications perform normalization which limits the range of floating point numbers to [-1, 1]. I think this can helps avoid precision loss due to magnitude. Do you think it is useful in our case after switching to double?
We can probably store the transform required in the
Manifold::Impl
node, transform it back when giving the mesh to the user, without any breaking changes.Beta Was this translation helpful? Give feedback.
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