On Mon, 7 Jan 2008, cyrille henry wrote:
i remember a problem i had once with long shader id. the Id was to long, pd converted it to exponentian notation (1234e+7), so some precision was lost.
Until the ID gets over 16777216, it is ok, even though Pd will misprint it if it's over 1000000. A float is always in exponential notation, it's just that it gets converted from binary exponential to decimal exponential, and there is some loss here because of the defaults. It's possible to force C to print the two extra digits, but then it'll be "too precise": might print 0.1 as 0.1000001, or only sometimes (e.g. when you do 1-0.9 but not just 0.1).
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