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Introduction to the DirectX 9 Shader Models - Nvidia

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Precision Pitfalls<br />

• Avoid precision issues with Normalization<br />

Cubemaps<br />

• Use a normalization cubemap <strong>to</strong> normalize<br />

vec<strong>to</strong>rs derived from position<br />

– Texture coordinates are fp24+<br />

• Unless marked _pp<br />

• The resulting value from <strong>the</strong> cubemap is<br />

low-precision but derived at high precision

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