Godot-MTerrain-plugin: Godot builds with precision=double crash
Trying to use Godot builds that have the precision=double flag when compiling, to get around some floating-point issues on very large terrains.
I’ve built MTerrain with scons platform=linux target=template_debug arch=x86_64 preicsion=double
and similar for building Godot.
When I create a new project, and add in the MTerrain files from compiling, the project crashes and I’m left with the below (it’s not the most useful error).
...
PulseAudio 15.99.0 detected.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: alsa_output.pci-0000_2f_00.4.analog-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
*** stack smashing detected ***: terminated
I’m finding that on very large terrains (16km x 16km) floating point issues start to appear a couple of thousands units from the center point.
Has anyone managed to successfully get this addon running with a precision=double build? Interested in getting this running.
About this issue
- Original URL
- State: closed
- Created 6 months ago
- Comments: 15 (8 by maintainers)
No problem Nick
I try to publish that with the next build!