0x069
1
Hello,
I want to ask - Why in GLSL was such design decision to make fract() function as
x-floor(x)
because it gives “incorrect” fraction values for negative arguments. Correct fract() implementation should be like this:
if (x>=0.)
return x-floor(x)
else
return x-ceil(x)
Anybody knows such fract() design decision ??
Thanks in advance.
ZbuffeR
2
Same for modulo operation, they are done differently depending on the programming language and sometimes hardware architecture :
http://en.wikipedia.org/wiki/Modulo_operation
Not sure if one is better than the other in the mathematical or design sense, anyway it will depend on what you want to do with it.
system
Closed
3
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