The shaking objects at very far distance from origin problem (revisited)

@.Ben. said: OK so basically, if I get you right, my mistake right now is that I attach a TerrainQuad at 32000 then move the rootNode back -32000, which LOOKS LIKE it's at 0,0 while its wrapper node is very far away. But aren't all the setLocalTranslation() we do on each node and leaf-nodes all the way to the last leaves all merged down and computed to a final value before being passed to the shader? In that case, why would it make any difference? The GLSL shader would still see 0,0 not +32000-32000 if you will?

But all of that math is done in… floating point with… floats. In some cases it can still work but only I guess if your ‘tiles’ are really internally 0-based and simply have the main node at 32,000. Otherwise, every objects in there gets the floating point error.