use clamp(0, maximum)
before passing the input to pow();


On Apr 9, 2008, at 6:42 PM, Alex Drinkwater wrote:

This is probably way off topic, but...

has anyone noticed differences between the way the GLSL pow() function works on the two graphics card types? It appears that if you pass a number less than 0 as either of the parameters of the pow() function, on an ATI/Radeon-equipped machine you get a number, while on a machine with an NVIDIA/GeForce card, you get 'undefined'. I wonder if anyone happens to know how I can mimic the result from the ATI card on the NVIDIA GPUs?

A long-shot, I know...

alx
http://machinesdontcare.wordpress.com

Yahoo! for Good helps you make a difference _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list ([email protected] )
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/doktorp%40mac.com

This email sent to [EMAIL PROTECTED]

 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list      ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com

This email sent to [EMAIL PROTECTED]

Reply via email to