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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Drivers/DRI/swrast"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89586#c37">Comment # 37</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Drivers/DRI/swrast"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89586">bug 89586</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Dan Sebald from <a href="show_bug.cgi?id=89586#c36">comment #36</a>)
<span class="quote">> What is the general thought regarding floating point numerical issues and
> the OpenGL formulas?</span >
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.</pre>
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