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On 27.06.11 08:14, Warp wrote:
> The difference is subtle, but exists.
Yes, at that point there will also be a difference in the computation. It
will be noticeable above 10 million frames (10**7), which is 46 hours for a
60 fps animation. This is due to the clock value being transmitted as 32-bit
float while the computation is done with 64-bit floats. Thus, to see the
error, you need to exceed the precision limit of the 64-bit float, which is
about eight decimal digits greater than that of a 32-bit float.
Due to the muliplication, this error will not accumulate though, hence you
can see it, but it requires rather extreme applications. I think most would
agree that the number of users that want to render 46 hour long animations
are extremely rare.
Thorsten
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