Philipp Klaus Krause wrote: > -----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.
AFAIK, the precision of the GLSL intricic functions hasn't been specified. I think it's OK to be a bit more lax than what the IEEE or OpenGL 1.4 spec say otherwise. If someone finds a specific problem we can try to improve precision as needed. -Brian ------------------------------------------------------------------------- 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
