Hi, Currently, a lot of float and int values are using FLT_MAX and INT_MAX to get clamped with. This leads to very inpredictable cases, resulting in overflows and Inf or NaN values easily. When a couple of Infs exist (in scaling operator redo for example) Blender even crashes.
I'd suggest to replace these 'hard' min/max values with less extreme numbers, so you can still use it in C code and get some predictable output. FLT_MAX now is 3.40282347e+38F Our hardmax can easily stick to 1.0e+9 i guess? (a billion) For ints, a max of 1<<26 or so... 67 million, with 24 fps, that would last 5 years :) -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation [email protected] www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
