Messed up 3D Meshes: A case study in the limits of integer floating point
3D math can be tough. In my experience tooling away at our humble glTF export plugins for 3dsMax and Maya there was a specific issue that stuck with me, always reminding me of how mindful one should be when working with floating point precision.
Let’s set the stage; a user notices that some of their meshes export with strange geometry…
