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rounding vs EXACTNESS (was Re: proof!) (Community)
rounding vs EXACTNESS (was Re: proof!) // CommunityeepFeb 4, 2001, 3:14pm
I don't like ANY rounding off because there will STILL be seams/gaps. I'd just rather have object placement done RIGHT instead of trying some half-assed, inexact method. Try looking around with the mouse REALLY slowly and you should see everything shake slightly (get real close to things). This seems to be related to avatar movement/rotation jerkiness, gaps, and seams too.
The more people who notice these things, the more they'll likely mention them to Roland, which hopefully means he'll actually fix it. [View Quote] > Actually, I think object placement should become less accurate. At the > moment, the accuracy is larger than what you can correct using even the > smallest movements, so if an object ends up somewhere where it doesn't > completely touch another object, you can't fix it. On the other hand, if the > objects would snap to a grid with an interval equal to the smallest movement > possible, they would always fit (as long as you build straight). To be able > to position rotated objects where you want, there should be an even finer > control as there is now. Moving normal does 1/10th of a cell length iirc, > shift-move does 1/100th, and there should be something like > ctrl-(shift-)move to move things 1/1000th of a cell length, and every object > you build should be positioned at a whole amount of 1/1000th of a cell > length. This would be very easy to do, when you move something just perform > the regular calculations and then round it's new coord to 1/1000th of a cell > length. > [View Quote] |