Difference between revisions of "Category talk:LSL Vector"
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The above is caused by how floating point math works. 0.1 does not fall on an exact boundary as a float, nor does 0.025. Furthermore the rounding on the two values do not exactly line up, so (4 * 0.025) != 0.1. This is not a | The above is caused by how floating point math works. 0.1 does not fall on an exact boundary as a float, nor does 0.025. Furthermore the rounding on the two values do not exactly line up, so (4 * 0.025) != 0.1. This is not a bug but a caveat of using floating point math. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 11:00, 29 April 2012 (PDT) |
Revision as of 10:01, 29 April 2012
<lsl> //******************************* //IMPOSSIBLE TO GET A ZERO_VECTOR //*******************************
vector c = <0.0, 0.0, 0.1>;
default {
touch_start(integer total_number) { c -= <0.0, 0.0, 0.025>; llSay(0, (string)c); if (c == ZERO_VECTOR) llSay(0, "ZERO_VECTOR"); // never c is a ZERO_VECTOR }
} </lsl> <lsl> //********************** //IN THIS WAY IT RUNS... //**********************
vector c = <0.0, 0.0, 0.1>;
default {
touch_start(integer total_number) { c -= <0.0, 0.0, 0.025>; llSay(0, (string)c); if ((string)c == "<0.00000, 0.00000, 0.00000>") llSay(0, "ZERO_VECTOR"); }
} </lsl>
The above is caused by how floating point math works. 0.1 does not fall on an exact boundary as a float, nor does 0.025. Furthermore the rounding on the two values do not exactly line up, so (4 * 0.025) != 0.1. This is not a bug but a caveat of using floating point math. -- Strife (talk|contribs) 11:00, 29 April 2012 (PDT)