14 Jun
2016
14 Jun
'16
3:15 p.m.
Yes, of course. To better understand, here is a (more or less correct) equivalent between GLSL and C: In GLSL: uint a = 0xFFFFFFFFu; float b = uintBitsToFloat(a); In C: unsigned int a = 0xFFFFFFFFu; float b = *(float *)&a; So you can see that the sign of the integer doesn't influence the float (and it is easier to use an uint than an int, because no extra - sign to deal with). Le 14/06/2016 16:35, Cedric Blancher a écrit :
Do you handle negative NaN and negative Infinity?
Ced