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The title of #10 should have read "EPSILON way too small".
Suggesting
Number.EPSILON
was a mistake as it relates to doubles and is far too small.e335c74 broke pitching a
perspective-camera
all the way "up" or "down" using anorbit-controls
.This is due to routines like gl-mat4/invert failing to behave when backed by
Float32Array
s which I demonstrate in #5See https://en.wikipedia.org/wiki/Machine_epsilon for formulaic explanations.
For the record:
gl-matrix
uses0.000001
which you'll agree is more than close enough.I apologise for any confusion as well as my mistaken suggestion.
This change should also alleviate many instances of #5 ^w^