Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia
Introduction to the DirectX 9 Shader Models - Nvidia
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Precision Pitfalls<br />
If you are lighting in world space,<br />
your distances are typically far away<br />
from <strong>the</strong> origin, and most of <strong>the</strong> 16<br />
bits are allocated <strong>to</strong> <strong>the</strong> left of <strong>the</strong><br />
decimal point <strong>to</strong> maximize range, at<br />
<strong>the</strong> expense of precision.<br />
World<br />
Space<br />
Vec<strong>to</strong>rs<br />
ps.2.0<br />
sub r0, t0, t1 //