Follows camera, starting with origin at render zero.
The camera being followed.
Settings.
World (planet-centred) position currently at render-space zero, float64.
Moves render zero by shift (render-space metres): the camera and every listener move by −shift.
Rebases if the camera is past the threshold. Returns true when it did.
Keeps the camera near render-space (0, 0, 0) so float32 GPU math stays precise at planet scale. When the camera drifts past
threshold, the world position at render zero (origin) moves to the camera, the camera moves back to zero, and listeners shift whatever they render (terrain, water, controls targets, …) by the same amount.Example