Andy Ross wrote:

> But the simplest solution is to use the standard fmod() (which returns
> a double) instead of fmodf() (which returns a float) by casting the
> result to a float.

I'm currently experimenting with a change like this and so far I don't
experience any drawbacks:

--- shadanim.cxx.original       2005-10-08 13:52:48.000000000 +0200
+++ shadanim.cxx        2005-10-13 10:37:34.000000000 +0200
@@ -175,7 +175,7 @@
         // noise texture, tex coord from the model translated by a time factor
         glActiveTexturePtr( GL_TEXTURE0_ARB );
         glEnable(GL_TEXTURE_2D);
-        const float noiseDist = fmodf(- totalTime * my_shader->_factor * 
my_shader->_speed, 4.0f);
+        const double noiseDist = fmod(- totalTime * my_shader->_factor * 
my_shader->_speed, 4.0f);
         glMatrixMode(GL_TEXTURE);
             glLoadIdentity();
             glTranslatef( noiseDist, 0.0f, 0.0f );


Could this be an approach that people would call tolerable (as I'm no
C++ programmer at all) ?

Thanks,
        Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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