Series looks alright AFAICT.
Jose
- Original Message -
> From: Roland Scheidegger
>
> Just like the UNORM case we need to use round to nearest, not trunc.
> (There's also another problem, we're using the formula for SNORM->float
> which will produce a value below -1.0 for the most negat
From: Roland Scheidegger
Just like the UNORM case we need to use round to nearest, not trunc.
(There's also another problem, we're using the formula for SNORM->float
which will produce a value below -1.0 for the most negative value which
according to both OpenGL and d3d10 would need clamping. How