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<title>Floating-point &#x27;equality&#x27; for the lose</title>
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<updated>2009-09-24T18:34:18Z</updated>
<entry>
	<title>idr puts a paper bag on over his head...</title>

	<id>http://www.paranormal-entertainment.com/idr/blog/posts/2009-09-23T01:19:45Z-Floating-point_equality_for_the_lose/comment_1/</id>

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	<author><name>IanRomanick</name></author>





	<updated>2009-09-24T18:34:18Z</updated>
	<published>2009-09-24T18:34:17Z</published>

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	It turns out that &lt;code&gt;0.0&lt;/code&gt; and &lt;code&gt;{0.0}&lt;/code&gt; are different as constants in fragment and vertex programs.  The former expands to a vector of &lt;code&gt;{0.0, 0.0, 0.0, 0.0}&lt;/code&gt; as you would expect.  The later, which is what I used in my program, expands to &lt;code&gt;{0.0, 0.0, 0.0, 1.0}&lt;/code&gt;.  This follows the same rules as, for example, &lt;code&gt;glVertex3f&lt;/code&gt;, &lt;code&gt;glColor3f&lt;/code&gt;, etc., so it&#39;s not too insane.  Ah... the joys of coding in assembly.

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