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Ryan Lamansky wrote:
> In my studies of POV-Ray's source, I've discovered an alternative box
> intersection algorithm. This one is far less branchy and far less prone
> to floating-point floatiness problems.
>
> The only C++ compiler I have is Microsoft's (VS.NET 2003), so I'm not
> able to compare the speed with the official version (which uses Intel's
> compiler).
Let me get this straight - you can't compare the speed because you can
only compile your patched version but not the unmodified code?
Concerning your code - you do:
divx = 1/D[X]
without checking if D[X] is zero for example (the paper you cited
clearly states that it relies on the IEEE floating point standard for this).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Jul. 2004 _____./\/^>_*_<^\/\.______
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