On Tuesday 01 February 2005 13:55, Timothy Miller wrote:
> Correct me if I'm wrong, but "normalized device coordinates" have
> been projected but not scaled, right?

Rotated and projected so that all view planes are orthogonal, and scaled 
to [-1, +1] in all dimensions I think.

> >>Therein lies a problem.  Since the reciprocal isn't precise (we use
> >>only 10 mantissa bits when computing it)
> >
> > Hmm, I thought we had 18 bits of precision readily available.  Is
> > this a consequence of using linear interpolation for the divide?
>
> It's a consequence of using a lookup table with only 10 address bits
> for the reciprocal.

But the linear interpolation then adds some more bits, I thought.

> > My guess is that in a perfect world we should round down, but
> > saving a few gates is enough excuse for rounding up.  Fortunately
> > it's a FPGA, so there's hardly any penalty for guessing wrong the
> > first time.
>
> Your GUESS?  Is there anything which states it definitively?

I'm waiting for an OpenGL lawyer out there to speak up.  I know they're 
lurking ;-)

> Another thing that I'm going to change is that the X values are going
> to be fixed-point.  It won't hurt anything (on the contrary!), and
> it'll make the logic lots simpler.  Additionally, it makes it easier
> to round 0.5 down.  It's still more logic but not horribly bad.

That is for sure the right thing to do.  Y should be fixed point too, 
IMHO.

Regards,

Daniel
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