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> I can imagine that (this is also a reply to Warp) floating point has a limiting
> accuracy, which may be critical when you deal with infinitely thin (right ?)
> surfaces like SOR.
> Of course, without looking at the algorithm, one cannot say more ...
> I am nevertheless slightly amazed by the fact that the defect vanish when you
> move the camera closer or FARTHER from the object ...
Such is the floating point precision... and its issues.
For instance, considers (you can translate in C if you like):
#declare AA=1/10;
#declare BB=1/2;
#declare SA=0;
#declare SB=0;
#local I=0;
#while(I<10)
#declare SA=SA+AA;
#declare SB=SB+BB;
#end
Bye now, what is the value of SB and SA ?
For instance, SB is 5.0;
But SA is not 1.0 (due to the fact that 1/10 cannot be represented
accurately in binary floating points)
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