This isn’t openGL specific but more of a design issue. I’ve always created my models with vertices in the range of -2 to 2, then translating the camera to view them at a reasonable distance. Now I’ve decided to starting using 3DS models and noticed that the vertex values range in a lot of them are in the thousands (-1400 to 1400).
Is there something inherently wrong with me limiting my models to such a small range? Will floating point precision cause problems if my numbers get too small?
I’m just trying to ge a feel of what a good range would be and build all models relative to those numbers.