<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Why did glsl implement this really as x * (1 - a) + y * a?<br>
The usual way for lerp would be (y - x) * a + x, i.e. two ops for most<br>
gpus (sub+mad, or sub+mul+add). But I'm wondering if that sacrifices<br>
precision</blockquote><div><br></div><div>Yes. <a href="http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/">http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/</a></div>
<div><br></div></div><br clear="all"><div><br></div>-- <br>Aras Pranckevičius<br>work: <a href="http://unity3d.com">http://unity3d.com</a><br>home: <a href="http://aras-p.info">http://aras-p.info</a>