When I first saw the floating origin article, authored by “immerso”, I do not recall seeing this part:
[code] ```
// Create the OriginCameralet camera = new OriginCamera(“camera”, new BABYLON.Vector3(10000000, 0, 10000500), scene);camera.doubletgt = new BABYLON.Vector3(10000000, 0, 10000000);
or a description like this
[quote]
On a solar system, we have an asteroid located at (10000000, 0, 10000000). Our camera is close to the asteroid, at (10000000, 0, 10000500).
... we subtract camera double position from the object double position and then set the object real position at that offset, keeping the camera always at (0, 0, 0):[/quote]
has it all changed?