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Hi Alex, its strange that they don't work the same... pow(x, -n) is mathematically the same as 1/pow(x, n). So if you know that n is less than zero you can always do: 1.0/pow(x, -n); // note that by writing -n its effectively making it positive, probably faster than doing abs. if you aren't sure whether n is less than zero or not you can always do: n>0 ? pow(x, n) : 1.0/pow(x, -n); hope that solves your problem! Memo (Mehmet S. Akten) On Apr 9, 2008, at 6:42 PM, Alex Drinkwater wrote: > This is probably way off topic, but... > > has anyone noticed differences between the way the GLSL pow() function works on the two graphics card types? It appears that if you pass a number less than 0 as either of the parameters of the pow() function, on an ATI/Radeon-equipped machine you get a number, while on a machine with an NVIDIA/GeForce card, you get 'undefined'. I wonder if anyone happens to know how I can mimic the result from the ATI card on the NVIDIA GPUs? > > A long-shot, I know... > > alx |
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