JOhn,
Hm, I thought this 'bug' had gone away! With real-time worlds floating point accuracy is no where near something like 3D Max or Lightwave, so the further you travel from the origin the worse this problem will become.
The way to solve it is to use a second camera for all your HUD stuff.
Check out HUD and second camera code in the Archives or check on BlitzCoder.
I am sure the answers are here. I use Swifts HUD and Filax's HUDs when I want one.
IPete2.
Hm, I thought this 'bug' had gone away! With real-time worlds floating point accuracy is no where near something like 3D Max or Lightwave, so the further you travel from the origin the worse this problem will become.
The way to solve it is to use a second camera for all your HUD stuff.
Check out HUD and second camera code in the Archives or check on BlitzCoder.
I am sure the answers are here. I use Swifts HUD and Filax's HUDs when I want one.
IPete2.