Monthly Archives: March 2018


Vertex Formats Part 1: Compression

So, I tweeted What I just did: “Switch to SNORM16 for position and multiply the vertex by 64.0 when rendering the player’s cockpit for enough precision” – Me, right now: https://www.youtube.com/watch?v=Tnod9vtB4xA And that sparked waaay more attention than I thought. But it also made me realize lots of devs have incomplete […]