well in my case its a huge problem especially in the boundary. im doing a 2D 
world animation and in my case 0.0000001 is not moving and 0 is moving so its 
really significant :D
i think i decided to trick this by using a small value as comparison eg if x < 
0.001 then move ;)

thanks guys :)

================================= 
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--- On Tue, 5/26/09, diya dixit <[email protected]> wrote:

From: diya dixit <[email protected]>
Subject: Re: [c-prog] Re: limiting precision on float
To: [email protected]
Date: Tuesday, May 26, 2009, 8:10 AM











 






    
            
            


      
      i think so if i m not getting u wrong it can be done by using %.3f in 
place

of %f



On 5/26/09, peternilsson42 <peternilsson42@ yahoo.com> wrote:

>

>

>

> [I'm too lazy to fix the top post today, context elided.]

>

> --- In c-p...@yahoogroups. com <c-prog%40yahoogrou ps.com>, Jos Timanta

> Tarigan <jos_t_tarigan@ ...> wrote:

> >

> > anyway, is there a way to make my program only works on

> > eg. 3 decimal precision? so in result, everytime I do a

> > floating point precision, it always truncated after 3

> > decimal.

>

> Maybe look at 'fixed point' if that's the case. [Note

> that multiplying by 1024 (or some power of two) and then

> dividing is probably better than using 1000.]

>

> But why bother? If you recognise that -cos(x+pi/2) == sin(x),

> then the problem goes away for the case you mentioned. You

> should be reducing your number of computations, not

> increasing them.

>

> In any case, what is the impact of directionZ being

> 1.000001 (or 0.999999, or whatever,) instead of exactly 1?

>

> --

> Peter

>

> 

>



-- 

shruti dixit



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