diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-10-14 18:53:07 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-12-10 16:43:45 +0100 |
commit | 063637ec77bbb3f3b809d616005cb80d0cdc64b1 (patch) | |
tree | 05f497f229c4edb1581df8030b90a7117ce70431 /doc/classes | |
parent | ae86d907e75c3de9b039e7cc77e521bc9739e6dc (diff) |
Rename `float=64` SCons option to `precision=double`
This avoids confusion with the old `bits=64` option and building
for 64-bit CPUs in general.
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Vector2.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector4.xml | 2 | ||||
-rw-r--r-- | doc/classes/float.xml | 2 |
4 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 1cd73688ee..c47933ccb7 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -5,7 +5,7 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code]. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. See [Vector2i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 1d7eda6bb9..c961825ab3 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -5,7 +5,7 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. - It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code]. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. See [Vector3i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index d15ae35b59..c811817bdc 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -5,7 +5,7 @@ </brief_description> <description> 4-element structure that can be used to represent any quadruplet of numeric values. - It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code]. + It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code]. See [Vector4i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code]. </description> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index a196021249..755ce1200d 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -5,7 +5,7 @@ </brief_description> <description> The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. - Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option. + Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option. Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. </description> <tutorials> |