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Introduction to the DirectX 9 Shader Models - Nvidia

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And some smaller details<br />

• Loading a0 now rounds-<strong>to</strong>-nearest ra<strong>the</strong>r than<br />

truncating<br />

– Not hard <strong>to</strong> cope with but could surprise you...<br />

• Loading i0 <strong>to</strong> i63 rounds-<strong>to</strong>-nearest <strong>to</strong>o (which<br />

is consistent)<br />

• No jumping in<strong>to</strong> or out of loops or subroutines

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