Monthly Archives: October 2013


New way of handling camera relative rendering

When Ogre 1.x users are far from origin, things begin to shake. Animations flicker. Eyes pop out of their sdockets. Playstation(R) 1 artifacts all over the place. This is because of precision problems with floating point when using large numbers. To help mitigate those artifacts, SceneManager had a setting called “setCameraRelativeRendering”. […]