I have vertices that I'm adding to an ArrayMesh
and then a MeshInstance
and they are offset a certain amount from <0,0,0>
. I find that if I don't attempt to undo this offset then my points get rendered in a slightly off fashion.

When I offset the set of vertices by the position of the first vertex I get this.

The coordinates that I'm offsetting by are a little high, but certainly nowhere close to the float32 ceiling.
The bounding box for the entire point cloud when it isn't shifted to the origin is 409001, 0.957346, 3660087.5 - 0.6875, 0.2037, 0.5
Anyone know what's causing this?