round erros ?

Issue #1588 resolved
Alessandro Padovani created an issue

I am not into coding. Though I am a IT professional and got a degree in computer science so I know about complexity and decidability and error propagation.

I see in some parts of the code there’s “epsilons” used instead of actual 0 or 1 values. I’m wondering why and if these approximations may cause issues. In general we should get the exact value from the duf file apart colors that get converted.

For example commit 3d5581c.

Let me know or I’ll close as invalid assuming there’s nothing to worry about.

Comments (3)

  1. Thomas Larsson repo owner

    Yes, you are probably right. The material channels come directly from the duf file without any calculations, so we should be able to trust that they are really zero (or one). This is different from the expressions in drivers, which Blender calculates, probably with single precision since the rounding errors can be quite big, cf #1577.

    Changed in last commit.

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