https://bugs.freedesktop.org/show_bug.cgi?id=89586
--- Comment #37 from Ilia Mirkin <imir...@alum.mit.edu> --- (In reply to Dan Sebald from comment #36) > What is the general thought regarding floating point numerical issues and > the OpenGL formulas? In early GLSL versions, floating point accuracy was supposed to be to within 0.1 (i.e. pretty huge errors were allowable). However if the hw were to start introducing such errors left and right, it'd wreak huge havoc... with ARB_shader_precision (part of GL 4.1), it specifies these things fairly precisely. Not sure how that carries over to the glPixelZoom-style formulas. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug.
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