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. :)

/Marcus

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