I am currently creating some meshes that are then exported as OBJs. I am really only interested in the vertex positions and normals, as everything else will be done with shaders. But I keep coming across… well, not really a issue.
Some exported vertex positions deviate from their in-editor position by literally a micrometer. Again, I know that this is basically irrelevant. Perhaps, if I were to compress the files, I might have a few kilobytes more data than actually necessary.
…but I keep seeing this and it annoys me for no practical reason. Does anyone know if there is a “fix” for this behavior?


For 32-bit float 6 decimal digital are precise in representation, beyond that expect to have rounding errors.
I don’t see if blender ever has 64-bit support but there were rejected requests.