Am 06.01.2017 um 00:00 schrieb Marek Olšák:
> On Thu, Jan 5, 2017 at 10:06 PM, Roland Scheidegger
> wrote:
>> Am 05.01.2017 um 21:50 schrieb Samuel Pitoiset:
>>>
>>>
>>> On 01/05/2017 09:44 PM, Marek Olšák wrote:
On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger
wrote:
> Am 05.01.
On Thu, Jan 5, 2017 at 10:06 PM, Roland Scheidegger wrote:
> Am 05.01.2017 um 21:50 schrieb Samuel Pitoiset:
>>
>>
>> On 01/05/2017 09:44 PM, Marek Olšák wrote:
>>> On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger
>>> wrote:
Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
>
>
>
On 01/05/2017 10:06 PM, Roland Scheidegger wrote:
Am 05.01.2017 um 21:50 schrieb Samuel Pitoiset:
On 01/05/2017 09:44 PM, Marek Olšák wrote:
On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger
wrote:
Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
On 01/05/2017 06:49 PM, Roland Scheideg
Am 05.01.2017 um 21:50 schrieb Samuel Pitoiset:
>
>
> On 01/05/2017 09:44 PM, Marek Olšák wrote:
>> On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger
>> wrote:
>>> Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
On 01/05/2017 06:49 PM, Roland Scheidegger wrote:
> Meh, I'm not
On 01/05/2017 09:44 PM, Marek Olšák wrote:
On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger wrote:
Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
On 01/05/2017 06:49 PM, Roland Scheidegger wrote:
Meh, I'm not really a big fan of such hacks. GPUs have support for NaNs
since ages, and wh
On Thu, Jan 5, 2017 at 9:00 PM, Roland Scheidegger wrote:
> Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
>>
>>
>> On 01/05/2017 06:49 PM, Roland Scheidegger wrote:
>>> Meh, I'm not really a big fan of such hacks. GPUs have support for NaNs
>>> since ages, and while glsl is lenient the point sta
Am 05.01.2017 um 20:43 schrieb Samuel Pitoiset:
>
>
> On 01/05/2017 06:49 PM, Roland Scheidegger wrote:
>> Meh, I'm not really a big fan of such hacks. GPUs have support for NaNs
>> since ages, and while glsl is lenient the point stands that returning a
>> NaN is a more correct result, so doing e
On 01/05/2017 08:32 PM, Kenneth Graunke wrote:
On Thursday, January 5, 2017 5:47:37 PM PST Samuel Pitoiset wrote:
As explained by Nicolai, it seems like D3D always compute the
absolute value while GLSL says that the result of inversesqrt()
is undefined if x <= 0. Using the absolute value looks
On 01/05/2017 06:49 PM, Roland Scheidegger wrote:
Meh, I'm not really a big fan of such hacks. GPUs have support for NaNs
since ages, and while glsl is lenient the point stands that returning a
NaN is a more correct result, so doing extra work to get a wrong result
doesn't look all that great t
On 01/05/2017 06:37 PM, Marek Olšák wrote:
Shouldn't we also use abs for SQRT? For example, this adds abs for
both RSQ and SQRT:
https://cgit.freedesktop.org/~mareko/mesa/commit/?id=5e0fb661a8e6ac5f7b2245dd31595155128e0664
Yes, it makes more sense to do it for both even if we don't have any
On Thursday, January 5, 2017 5:47:37 PM PST Samuel Pitoiset wrote:
> As explained by Nicolai, it seems like D3D always compute the
> absolute value while GLSL says that the result of inversesqrt()
> is undefined if x <= 0. Using the absolute value looks like safer
> especially when the game has bee
Meh, I'm not really a big fan of such hacks. GPUs have support for NaNs
since ages, and while glsl is lenient the point stands that returning a
NaN is a more correct result, so doing extra work to get a wrong result
doesn't look all that great to me.
FWIW dx10 requires NaNs as results (for both sqr
Shouldn't we also use abs for SQRT? For example, this adds abs for
both RSQ and SQRT:
https://cgit.freedesktop.org/~mareko/mesa/commit/?id=5e0fb661a8e6ac5f7b2245dd31595155128e0664
Marek
On Thu, Jan 5, 2017 at 5:47 PM, Samuel Pitoiset
wrote:
> As explained by Nicolai, it seems like D3D always co
As explained by Nicolai, it seems like D3D always compute the
absolute value while GLSL says that the result of inversesqrt()
is undefined if x <= 0. Using the absolute value looks like safer
especially when the game has been ported from D3D to GL.
This gets rid of the NaN values in the "Spec Ops:
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