hi I've got a quite specific problem.
I want to draw a Map, consisting of 256x256 pixle Tiles (a lot of them). These cover a big area.
The transformation to convert lat|lon(from the globe) to x|y (map) spawns quite big values. With these big values goes accurcy and so, if I go far away from the 0/0 Point, I get inaccuracies of multiple pixels between textures of two Tiles being next to each other (e.g. 2E8 | 0 and 2E8-1 | 0).
How can I fix these messy unwanted grid appearences? The current failing implementaition is to use float to draw the primitives (this should not matter, as all Tiles are clipped to multiples of 256 in both coordinate directions).
I hope this makes any sense to you.
Feel free to ask and be patient with me, at least for me this got a very complex subject.
Note: I allready tried to use glTranslate*d* for offset but either double's accurcy is not enough too, or this is not the reason for the glitches.
Sincerely
Edit: If you experienced this to at some point at your learning curve it would be nice to know how to fix it, or if I am currently fighting a driver bug.