public void Update(Clock clock) {
HandleInput(clock);
var rotation = Matrix.RotationYawPitchRoll(yaw, pitch, 0);
right = Vector3.TransformCoordinate(Vector3.UnitX, rotation);
up = Vector3.TransformCoordinate(Vector3.UnitY, rotation);
forward = Vector3.TransformCoordinate(Vector3.UnitZ, rotation);
view = Matrix.LookAtLH(position, position + forward, up);
}This code works perfectly when the camera is near origo (0, 0, 0). But as soon as I get further away, at distances such as (5000, 10, 5000) the rotation of the camera starts acting a bit odd. The vertices looks distorted and sort of moves around a bit when you rotate, and sometimes the camera takes big rotation jumps, without reason. Hard to explain, and even harder to show with pictues. Hope you understand!
Is there something I have overlooked or is it "supposed" to happen when you're at these kind of distances away from origo?
Not sure if it matters, but I'm working with DirectX 11 in SlimDX. Thanks in advance!
EDIT :
Typo
EDIT 2 :
Title is supposed to be "Vertices gets distorted when camera is far away in the world"






