Marcus Lindblom wrote: > > No. Quite the opposite. This relates to point 2 above. Since you're > dealing with large values, you are bound to get some floating point > precision problems. (32-bit floats, which OpenGL & hence also OpenSG > uses, has about 1e6 significat digist, so something at around 1e9 has a > minimum precision of 1e3 (if you're counting meters here, you can place > something 1 billion m away from origo, but only to 1km precision). > Oh my. I meant 6 significant digits, not 1e6. And sorry for the horrible spelling. :)
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