Fix large worlds rendering of meshes
Add `Double4x4` for higher precision matrices operations #2985
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@@ -5,6 +5,9 @@
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#include "Engine/Core/Math/BoundingFrustum.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/Vector3.h"
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#if USE_LARGE_WORLDS
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#include "Engine/Core/Math/Double4x4.h"
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#endif
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#include "Engine/Core/Types/LayersMask.h"
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#include "Engine/Level/Types.h"
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#include "Enums.h"
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@@ -358,6 +361,9 @@ public:
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world.M42 -= (float)Origin.Y;
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world.M43 -= (float)Origin.Z;
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}
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// Applies the render origin to the transformation instance matrix.
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void GetWorldMatrix(Double4x4& world) const;
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};
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// Removes TAA jitter from the RenderView when drawing geometry after TAA has been resolved to prevent unwanted jittering.
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