Potential modulus bug
by Daniel Buckmaster · in Torque 3D Beginner · 07/03/2013 (4:52 am) · 1 replies
Does anyone want to verify this? I've been trying to use modulo arithmetic for a GUI operation where I need to round values to the nearest 0.1. Basically I do mFmod(value, 0.1) and then check whether it's 0 or not. But have a look at this:
==>mFmod(0.3, 0.1); 0 ==>mFmod(0.4, 0.1); 0 ==>mFmod(0.5, 0.1); 0.1 ==>mFmod(0.6, 0.1); 1.49012e-008The 0.6 is fine, that's just floating-point error. But what is going on with 0.5? Pretty sure that's not right. But the call to mFmod is doing nothing more than wrapping the C++ math functions. Spooky.
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Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
Torque Owner Richard Ranft
Roostertail Games
Got to be in the string conversion somewhere.