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?


This looks a lot like floating point errors. There’s probably some math involved in exporting that causes these slight inaccuracies.
It probably isn’t too hard to write a short python script to go over the exported file, and round those values.