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Warp wrote:
> Chambers <ben### [at] pacificwebguycom> wrote:
>> You're dealing with two numbers, one of them being approximately 20
>> million times the other. It's a known aspect of the hardware we use
>> that you should keep your ratios smaller than this to avoid precision
>> errors.
>
> Where exactly are you getting that number?
Location of 1M, radius of 0.05. Since floating point uses, well, a
floating exponent, you're fine mixing numbers of the same scale, but
objects of extremely different scales won't necessarily have the same
precision when used together.
I assumed that it was this mixing of scales that caused the error
(similar to what's explained here:
http://tag.povray.org/povQandT/misconceptions.html, look under "Sunlight
Simulation"), as I didn't know about POV's internal limit on
intersection distances.
...Chambers
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