Libgdx is a long distance from the beginning of coordinates 3D of space
Hello, studying libgdx 3D Using FirstPersonCameraController(PerspectiveCamera)
There are objects (Models) in 3D space. If they are located at a long distance from the beginning of the coordinates (0.0.00), when approaching them and rotating the chamber, there is a distortion of the projection object, there is a feeling that it's just crossing the piccels. The further from the location, the worse.
For example, if the object is 0.03f, at a distance of 50.0f from the coordinate centre, there is already a distortion. Well, naturally, if the object is bigger than the distance.
I think it's all because 3d open-GL space uses float, and the matrix, too. The double could have been better.
How do you deal with this problem?
I think it's worth looking towards MIP-MAP Filtering, although more detail can only be said after a more complete description of the problem.