|
|
clipka <ano### [at] anonymousorg> wrote:
> The AA problem is certainly just a side effect of the underlying bug.
> Most likely the texture computations for the respective sphere sweeps
> yield a result that is "Not a Number" (NaN, e.g. due to an attempt to
> take the square root of a negative number or the like) or infinity;
> anti-aliasing can't digest these values, and comes up with NaN or
> infinity for the entire pixels.
>
> It is only after anti-aliasing, when the value is converted to the 8-bit
> integer range, that it turns into a sane value (and only because
> integers don't have values to represent NaN or infinity); on some
> platforms this value is zero, yielding black, while on other systems it
> is the maximum possible integer value, yielding white.
Sorry, I at all didn't understand, what to do to me? :( :( :(
Post a reply to this message
|
|