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What is the maximum, actual precision of the sin, cos, and sqrt functions on an Intel HD 5000? I am working with a Surface Pro 3.
I have a calculation in a shader which generates a cartesian position from a WGS84 location.
The result is off by about 0.00001 radians. This would seem to suggest that Intel's trig precision is the bottom of the barrel for GLSL support -- 1/100000.
This function works perfectly on an ancient NVidia Geforce 8400 GS. The exact same shader, with the same inputs, produces an output with an undesirable offset.
I need to know the precision to know whether I just have to avoid Intel cards entirely.
I may be able to provide more info as needed, but I need to use this as a starting point.
Alternatively, are there any caveats or gotchyas with Intel GLSL math, as opposed to NVidias, that someone might know of?
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Hi Michael
I am looking into your questions and will report back on this thread soon.
Thanks
Robert
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Thanks.
I tried double precision in the shader, which only works for sqrt, and it had no effect. So that might zero it in on the cos/sin.
I actually think the float type has higher precision than the NVidia card, but I can't easily confirm that. But the ellipsoid math is producing an incorrect result.
Note that the angles are all between -PI and PI. Most experiments are between 0 and PI or 0 and PI/2.
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Hi Michael
Yes, you are correct – double precision sin/cos functions are not present in GLSL.
Maybe 'precise' qualifier will help. It tells compiler not to optimize math expressions (for example, do not replace 'x /y' with 'x * rcp(y)').
Thanks
Robert

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