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GPUs (means rendering) operate optimally in single precision.
Oh it's worse than that. Some parts of the 3d rendering pipeline hardware only work at single precision. Your vertex geometry will be transformed, clipped, culled, rasterized and depth-tested in single precision. There is no double-precision for these steps.
Modern GPUs can do double-precision in the shaders, but the fixed-function 3d pipeline is still fp32.