Haubitze wrote:...but it dos not help to get a good result.
if anyone have an idea how to scale it down to get a good result i will be happy.
You need to use a logarithmic scale to handle that. Also, be aware that single-precision values are too crappy to represent such distances. Either use double-precision values or use longints.
Haubitze wrote:PPS.: an request to paul doe, for an object i think an z sorted drawing where an nice feature ;)
No, it won't. This was only a quick example for someone that requested it. It is neither a '3D engine' nor will I be adding 'features' to it. My advice would be to:
- Use the math routines and add support for quaternions (so you have an easy way to do slerps)
- Write the engine using OpenGL or Vulkan (the math routines were ported directly from another framework that uses OpenGL but written in C++)