I have a question regarding floating point addition- I understand errors are easy to come by, but this one has me stumped. In my code, I compute 3 values that are floating point- z1, z2, and z3. They are interpolated z values for z-buffering.
To get the final z coordinate, I have float z = z1 + z2 + z3. When I print z, I realized it is always coming out to the same number- which is resulting in substantial z-fighting in the images generated by my program.
float z1 = (bry[0] * (1.0 / v1.m_pos[2]));
float z2 = (bry[1] * (1.0 / v2.m_pos[2]));
float z3 = (bry[2] * (1.0 / v3.m_pos[2]));
cout << "z1 is " << z1 << endl;
cout << "z2 is " << z2 << endl;
cout << "z3 is " << z3 << endl;
float z = z1 + z2 + z3;
cout << " z computed to be " << z << cout;
For context, here are resulting print statements.
z1 is 0.59306
z2 is 0.156332
z3 is 0.250608
z computed to be 10xa45504
z1 is 0.700896
z2 is 0.0484997
z3 is 0.250605
z computed to be 10xa45504
I'm not exactly sure why the printing of the z value is the way it is, or what I may be doing incorrectly to add these values together. Any help/guidance would be appreciated.
That last line is printing two things: The value of z
(1), and the address of the cout
object (0xa45504). Perhaps you meant endl
instead?
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