I believe it's due to the floating point precision, so 1.0 and 0.9999999999 are essentially the same thing. Because of the inherent inaccuracy in representing an infinite number of real values in a 32-bit number, these type of round-off errors are common.
For example, when doing an equals compare with two floats (or doubles), an epsilon value will be used -- if the values are within an epsilon of each other, they are considered equal. sean > -----Original Message----- > From: Raśl [mailto:[EMAIL PROTECTED]] > Sent: Tuesday, April 09, 2002 10:12 AM > To: [EMAIL PROTECTED] > Subject: [JAVA3D] Normalization > > > Hello, > > I try to normalize a Vector3f (0.09f, 0.0f, 0.0f) with the > normalize() > method and the result is (0.999999999999, 0.0, 0.0). Why? > > Thanks in advance! > > ============================================================== > ============= > To unsubscribe, send email to [EMAIL PROTECTED] and > include in the body > of the message "signoff JAVA3D-INTEREST". For general help, > send email to > [EMAIL PROTECTED] and include in the body of the message "help". > ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".