3 ms·
The trick isn't so much about looping the sine/cosine. It's about setting synchronizing the maximum time value passed to a shader, with maximum precision of an
by Etherlord87 5y ago
The trick isn't so much about looping the sine/cosine. It's about setting synchronizing the maximum time value passed to a shader, with maximum precision of an arbitrary multiplicand used in the shader.
> How do we ensure that, easily, in a way that people don't have to think about?
The relation is that the time should switch from 10^x to 0, and in the shader the number of digits after a dot should be no more than x.