World Scale Confusion !!

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Greetings,

I have run into a problem that I have been ignoring and now is causing me some troubles.

First a little background:

I have a tiled mesh that I am using as a terrain and have enclosed it into a skybox. I am trying to allow the user to fly both close to the terrain and high above the terrain.

Now the problem:

To allow for the "greater viewing area" when flying high, I have increase my camera's range. With tiling 3 meshes plus the skybox plus other entities I have an obscene camera range!!! I know it is good practice to limit your camera range to something small (4 decimals or less) for position accuracy and to eliminate tearing. The quesiton I have is how do I go about scaling my whole world down to a mangageable size?

Here are a few "specs"

MeshWidth-> 121212 (according to Blitz's MeshWidth Command)
CameraRange-> 1 to 559000 (Ouch I know)


Additionally, each of the tiled meshs are CopyMesh'd from an original source mesh.I currently do not perform any ScaleMesh or ScaleEntity calls. Overall performance is decent but I have not achieved the viewing distance that I desire. Any help would be greatly appreciated!!

Thanks

Jamie