No, you'll always need a maximum value to do a scalar normalisation, otherwise you don't know what value to scale the other values with (if you see what I mean). With a vector normalisation, you know the maximum value, because it's just the max of the vector dimensions.

a|x



On 9 Feb 2011, at 11:08, Alastair Leith wrote:

Thanks Alex and Achim

Ok, Vector not scalar. Now I get it. I was wondering how it could scale without a scale co-efficient.

On 09/02/2011, at 7:35 PM, Alex Drinkwater wrote:

That's clamp.
Normalise in GLSL terms is a vector function. It sets the magnitude of a vector to 1.00. It's used for example in lighting equations to scale a normal vector to the correct magnitude for correct lighting calculation. In more general terms, I think normalisation just means scaling a number into the 0-1 range (but I'm vague on mathematical terminology myself). What you're doing below is clipping the value, as opposed to scaling. Values above and below the clipping range would be lost.

a|x


On 9 Feb 2011, at 07:22, Alastair Leith <qc.student...@gmail.com> wrote:

would this JS function be correctly called Normalize or Clamp?

function Normalize (a)
{
        b = Math.min (1, Math.max(0, a));
        return b
}

Does normalizing typically map a whole (defined) range of values to [0,1] or just Filter/Clamp values to [0,1]? I read the OpenGL doc (GLSL-Land-spec-4.00.8) but I'm none the wiser.

best
alastair


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