OpenGL guy
Veteran
I believe the DX9 specs discuss this for the sin and cos functions. Mainly, you load the coefficients of the Taylor series into constant registers, then compute the terms. Obviously, you'd want to use functions that converge quickly so that you don't spend all your time doing these kinds of calculations.Mr. Blue said:Hmm.. I'll go a step further then. How is the Taylor series approximated on the GPU? Do you have to store the values from an Nth Taylor series in a texture? Or does the GPU integrate by summation? How many passes? Whats the error?
Sure, I was just giving an examplenAo said:Is well know that Taylor expansion sucks for trigonometric functions.
There are plenty of other better way to make it