SkyAtmosphere and World Rebasing

@Blakeanator I think you’re misunderstanding. Or maybe I am…

I don’t need that, so maybe that’s why you’re confused… If I’m far away from the surface, my LOD system turns the surface into a really low resolution mesh, so while precision errors would occur, it doesn’t really matter that far away. Any vertex could be off by several kilometers without you seeing any difference.

That said - since the SkyAtmosphere doesn’t work with rebasing, I have to update its location manually, basically “fighting the translation system”. This results in flickering, as you can see at the end of the video I posted. Every time I set the atmosphere position after a rebase, it moves “approximately” correctly. If this is due to precision or not, I’m not sure. But it sure doesn’t look nice.

Thanks, I’ll look into that. At this point, I’m not sure I need it though. I mentioned the moon as an example, but as I also stated, it should be split up in a different way. I’d argue it’s better to transition between different “world spaces”. E.g having a “world” for “surface and orbit” and another world for “solar system” (including travel between planet and moons). The “solar system”-world space would be scaled down, but you’d also move a lot slower. So when you move out of orbit, you’d transition between these worlds.
This way, it could also be expanded easily to work with an interstellar world, and an intergalactic world. I assume even int128 would be too small to rebase the world billions of light years. (I may be wrong though, I didn’t do the math, and powers are scary big. But it doesn’t matter).

That’s literally the problem. And also the title of this thread. When rebasing, every actor in the world gets offset with the rebase-distance, except for the sky atmosphere. Meaning, as soon as you set a new world origin, the atmosphere no longer covers the planet.
I can upload a video showing this in action when I get the time later today.

Edit:
Here: