About disastrously low precision of vertex normals

ohh… you can see it in raytraced spheres. only if you’re really up close, tho. basicly the same visual as in the 2014 blog post. i mean… it decompresses to and it looks similar to rgb8 world normals, which is the gbuffer limit. not much of a deal breaker for a normal view distance.

i don’t get the complaint, tbh. hmm…