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Ah, okay. Thats reasonable. Thanks for the explanation!
Thorsten Froehlich wrote:
> The numbers vnormalize(0) would return on Windows were occasionally just out
> of range and not NaNs (not a number). Floating-point numbers as presented
> internally in computers contain several "states", not just numbers. One other
> state is "Infinite". if one of those ends up in a calculation is propages
> through it and essentually caues the whole calculation to return an invalid
> result. If this for some reason happens only to one or two components of a
> vector needed in tha clalculation it may still in other calculation of the
> intersection result in valid vector components. If this happens you get a
> "partial" problem, i.e. a bit may occasionally appear correct. However, the
> point is that it is "occasionally correct", not always incorrect.
>
> See it like a puzzle (I can't think of a better example): If you flip all not
> connected pieces so the image side is up you do see the whole image, but it is
> of course not "the" whole image as you expect it. What the vnormalize(0) does
> here is move the pieces around and occasionally you see something close to
> what you expect...
>
> Thorsten
>
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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