godotengine / godotengine/godot
Incorrect behaviour of rotation and scale in gridmaps when precision=double
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
Reproducible in: 4.2.1-stable precision=double
Not reproducible in: 4.2.1-stable
### System information
Godot v4.2.1.stable (b09f793f5) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)
### Issue description
When precision is set to double rotation and scale will apply to individual elements of the grid map instead of the entire object. Below is what the gridmap should look like when rotated and scaled.

This is what the same rotation and scale looks like when precision=double.

### Steps to reproduce
1. Compile godot with "precision=double"
2. Create a new project
3. Add a grid map with a mesh library
4. Modify the rotation or scale
### Minimal reproduction project (MRP)
N/A
Contributor guide
Research direction
Start by building Godot 4.2.1 with precision=double and reproducing the issue using a GridMap, mesh library, rotation, and scale. Compare the result with standard precision; done when rotation and scale apply to the GridMap as a whole rather than to individual elements.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100