On Sat, 5 Feb 2005 13:59:37 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote:
> On Saturday 05 February 2005 09:10, Timothy Miller wrote:
> > Something noteworthy about the precision loss for the reciprocal is
> > that it will not result in CUMULATIVE error.  Numbers are processed
> > and send down the pipeline to be used for whatever, and never get
> > used again.  Unless you count the case of writing out and then
> > reading back in, but then you're down to 8 bits anyhow.
> 
> Right.  The main problem for me in the past in trying to work with lower
> precision was in handling all possible ranges.  Floating point in a few
> key places will really help that.
> 
> The fleshed out render model is going to answer these questions
> perfectly, especially if hooked into Mesa.  In that case, we could use
> my little game engine demo (among many other possible OpenGL programs)
> to run simulations.  I'll hook in a replay mode so any defects somebody
> happens to stumble on interactively can be reproduced
> exactly.
> 
> As far as C++ idioms go, operator overloading is not a big deal to me,
> it's just a pet peeve.  However, hooking a render.cpp into Mesa might
> be tricky, have you considered the linking issues?

Yes, I have considered that, which is why the header file has 'extern
"C"' in it.


> 
> Building Mesa 6.2.1 now, let's see how hard it is to weld these two bits
> together.
> 
> Regards,
> 
> Daniel
>
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