Messed up 3D Meshes: A case study in the limits of integer floating point

On top: The original mesh when exported. On Bottom: the mesh when scaled to 0.001 before export

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