-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 The GLSL specification says that the guidelines for precision established by the OpenGL 1.4 specification must be met (page 16). The OpenGL 1.4 specification requires that "individual results of floating-point computations are accurate to about one part in 100000" (page 6). Does this apply to functions like sin(), pow(), etc? It seems to me to 1/10000 is a maximum relative error, which means that sin(0) has to be exactly 0, etc. I suppose this requirement would be very difficult to meet at cos(nearest float to pi/2), since the result would be very small.
Philipp -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFGcU4cbtUV+xsoLpoRAh0nAKCujo5V4wkIAL+Sw3vZjwN4Qn6ikgCg6dlM Thu1WcgT2HYbMs0s7LHJlik= =5dKW -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
