Wow, I hadn’t imagined that because the coordinates are sent to the GPU as floats, that means triangles start voxelizing when you get further away from origin.
Seems like it could make an awesome shader-free animation if you translated the entire worlds position by a ridiculously large (increasing in value) float.
Seems like it could make an awesome shader-free animation if you translated the entire worlds position by a ridiculously large (increasing in value) float.