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Re: possible bug in "range" behaviour?



this may be the intended behavior but it doesn't seem right to me?

hook up a key press controller to a counter to a range node set to min 0, max 1.

then look at the values output by "range" rolled over value.

it goes "0, 1, 0, 0, 0, 0, 0"

surely it should go "0,1,0,1,0,1" as the counter goes up?

Problem is range does not really acts as a modulo: it defines an inclusive range i.e. it only rolls if "x > max" not if "x >=max".

The simplest way to go to achieve a "toggle" is to use Math Patch to do a Modulo 2.

________________________________________________________

Pierre-Olivier Latour                            email@hidden

Quartz Composer Architect                Graphic & Imaging Team


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References: 
 >possible bug in "range" behaviour? (From: Roger Bolton <email@hidden>)



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