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?


The precision is default afaik, and necessary for accuracy when dealing with objects far from origin. The noise you see though is due to floating point precision which is a thing with numbers on computers. This is common to all 3d software. https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html
If you know your tolerances are much less and disk space is a concern you could post process this data in the file as text, but I wouldn’t bother.