4 ms·
Inverse is still 0.0 technically, but yes, there is a trick you can use with Inf and SIMD to mask them out, so Inf is sometimes used. However, I'd just conditi
by pixelesque 4mo ago
Inverse is still 0.0 technically, but yes, there is a trick you can use with Inf and SIMD to mask them out, so Inf is sometimes used.
However, I'd just condition it for the moment.
so:
invDirX = dirX != 0.0 ? 1.0 / dirX : 0.0;
etc, etc for each dimension.
Obviously doing the != 0.0 comparison is not great, as it suffers from potential issues again (especially if you have denormals), but you can generally get away with it I've found in most cases.