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Re: [Public WebGL] frac or fract?
- To: Benoit Jacob <bjacob@mozilla.com>
- Subject: Re: [Public WebGL] frac or fract?
- From: Steve Baker <steve@sjbaker.org>
- Date: Fri, 29 Oct 2010 18:09:47 -0500
- Cc: public webgl <public_webgl@khronos.org>
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OK. Thanks guys...one less mystery in my life!
-- Steve
On 10/29/2010 10:31 AM, Benoit Jacob wrote:
> We still don't use the ANGLE validator on Linux x86-64 because of build system issues. See:
> https://bugzilla.mozilla.org/show_bug.cgi?id=578877
>
> Benoit
>
> ----- Original Message -----
>
>> Under Minefield/Linux 64bit with nVidia hardware, GLSL happily accepts
>> "frac(...)" instead of "fract(...)" for returning the fractional part
>> of
>> a number. I guess that's because nVidia's GLSL compiler is really its
>> Cg compiler with a different front-end or something. ("frac(...)" is
>> the correct name for this function in Cg).
>>
>> It's kinda annoying because (having spent far too long programming in
>> Cg) I find it hard to break the habit of typing "frac" - and since I
>> habitually develop under Linux, I keep finding that my code breaks
>> when
>> I run it under Windows.
>>
>> Shouldn't the validator (which I have turned on BTW) have rejected
>> "frac" as an undefined function?
>>
>> Meanwhile I'm resorting to:
>>
>> #define frac fract
>>
>> :-)
>>
>> -- Steve
>>
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