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<title>Floating-point &#x27;equality&#x27; for the lose</title>
<link>http://www.paranormal-entertainment.com/idr/blog/posts/2009-09-23T01:19:45Z-Floating-point_equality_for_the_lose/</link>
<description>blogtest</description>
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	<title>IanRomanick: idr puts a paper bag on over his head...</title>
	<dcterms:creator>IanRomanick</dcterms:creator>


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

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

	<pubDate>Thu, 24 Sep 2009 11:34:17 -0700</pubDate>
	<dcterms:modified>2009-09-24T18:34:18Z</dcterms:modified>

	<description>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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