Original Post
Hey, a really simple question. How does a float variable mostly lose precision? Is it because the digits are too far from the decimal? For example, would I lose more precision multiplying numbers such as 0.000001782 than I would multiplying numbers like 1.782? If so, and one had the need to perform a large number of calculations on a value on start-up, would it help to multiply a value which is known to be small before performing calculations? For example, my animations use a motion vector which is divided by the number of milliseconds between keyframes. When you divide something by milliseconds, it's obviously going to be pretty small. Then add the fact that I blend up 3 or 4 motion vectors together, factoring them out, adding them together, and multiplying them all by time, - it sounds pretty risky, no? I know I sound like a moron, but I've never completely understood how floating precision works, or why it loses so much data. Why is it that DirectX + graphics cards use floats for it's matrices and other math gadgets? Wouldn't the use of doubles allow more accuracy? Come on, what's an extra 32-bits per float [wink] Well, thanks for advice.