I’m trying to visualize procedurally generated stellar systems with OpenGL. Before I used a selfmade 3D module, and from those time I remember that “float” as datatype neither had the value range nor the required precision to represent the system and the body positions. Thus I was using doubles - at times the camera is only a few meters from a space station while some bodies in the system are billions of meters away from the camera.
Now I feel uncertain - all the OpenGL examples use floats for positions. Will using glTranslated (as in applying the camera position to the matrix) use the added precision of doubles, or will it internally convert to floats? If the maximum precision in the matrices is float, then I need to chamnge my approach to displaying the system.