I've been creating something pretty similar to Lesson 10, and I've run into this problem where once I've moved far away from the origin (maybe thousands of units away), everything I render tends to be jittery whenever I rotate the camera.
When I was near the origin, moving the mouse to change the camera direction was very smooth, now it is all jaggedy.
I'm using double-point precision to calculate my rotations and then casting that to floating point for the glRotatef calls().
Anyone have any ideas as to what the problem is?
Texture Rendering gets jumpy far away from the origin.
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