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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL sine and cosine of argument larger than 4096*pi give wrong results"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91213#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL sine and cosine of argument larger than 4096*pi give wrong results"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91213">bug 91213</a>
from <span class="vcard"><a class="email" href="mailto:mattst88@gmail.com" title="Matt Turner <mattst88@gmail.com>"> <span class="fn">Matt Turner</span></a>
</span></b>
<pre>(In reply to Ruslan Kabatsayev from <a href="show_bug.cgi?id=91213#c1">comment #1</a>)
<span class="quote">> Tested in Windows on a similar HD Graphics 4600 device, and there the result
> is correct, as with software renderer on Linux. So seems it's not the chip
> which doesn't work correctly, but the driver/mesa.</span >
We just use the sin/cos instructions directly. I believe the instructions lose
accuracy at large values, and that the Windows driver emits some instructions
to do range reduction itself.
Is this just a corner case you noticed, or something that you really want to
work?</pre>
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