You mean that the camera's x,y & z position will be stored as double precision floats?
If so it can't be done.
It's a result of floating point inaccuracy as you're implying. I'm guessing you're models are positioned reasonably close to the origin which would explain why they aren't suffering from this jittering.
The only way I know of to get around this is to move the world around the camera.
Stevie
If so it can't be done.
It's a result of floating point inaccuracy as you're implying. I'm guessing you're models are positioned reasonably close to the origin which would explain why they aren't suffering from this jittering.
The only way I know of to get around this is to move the world around the camera.
Stevie