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
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