satnam

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About satnam

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  1. I think I figured out the problem. As I was progressively rendering further and further out, floating point translations accumulated error. I solved it by resetting the matrix more often.
  2. I've been creating something pretty similar to [url="http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=10"]Lesson 10[/url], 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? Thanks!