- SolveSpace version: 3.0.rc2+repack1-3
- Operating system: Debian testing


Some points, are not even points.
sol.zip
Sure, the unusual mix of big and small values is problematic, but I don't think it should cause so big issues as they show here, especially related to rendering.
It almost feels like all the computations are done in single precision numbers, instead using doubles.
For rendering, when zooming in, one of the solution for better GPU rendering is, to translate and scale close to origin and use that for rendering. For clicking, the transformation can be then reversed. That should improve quality, even if GPU is doing calculations in single precision or even below it. But that would require generating vertex buffers on position changes. No idea if / how that is expensive or not.
Some points, are not even points.
sol.zip
Sure, the unusual mix of big and small values is problematic, but I don't think it should cause so big issues as they show here, especially related to rendering.
It almost feels like all the computations are done in single precision numbers, instead using doubles.
For rendering, when zooming in, one of the solution for better GPU rendering is, to translate and scale close to origin and use that for rendering. For clicking, the transformation can be then reversed. That should improve quality, even if GPU is doing calculations in single precision or even below it. But that would require generating vertex buffers on position changes. No idea if / how that is expensive or not.