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The loss of precision happens due to the rotation in your combined view-model or projection-view-model` matrix. You will need to use a vertex shader (if not already using one) and apply the model matrix (or a plain translation in your case since those are axis-aligned chunks) before applying the view-projection separately: uniform vec2 chunk_offset; ... ...


I'm not sure what you mean by un-normalized texture coordinates. All texture lookups are going to be in the range of 0-1. You can have them be anywhere in that range however. If you're having precision problems in the range of 0-1 I suspect something else going on. A couple of hints to help fix this: For example, make sure you don't have GL_LINEAR set ...

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