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Shader acting weird?

category: general [glöplog]
 
Hey guys,

I'm doing a parallax mapping exercise. I'm done, and it looks alright, but the shader is acting very differently to two pieces of code that I would otherwise assume yield the same result! And that's what I want to ask about.

Here's the first codesnippet which works as intended:
Code: if(tc_dir.z < 0.0) { while(tc.z > texture2D(tex_bump, tc.xy).r * MAX_HEIGHT && s++ < 2000) { tc += tc_dir; } }


It gives this result:
BB Image

Here is the other piece which does not work as intended, but I do not understand why:
Code: if(tc_dir.z < 0.0) { while(tc.z > texture2D(tex_bump, tc.xy).r * MAX_HEIGHT && s < 2000) { tc += tc_dir; s++; } }


BB Image
(And yes, all I do is moving the incrementing of s to the body of the loop)
In the first case the variable is incremented before the comparison and in the 2nd case it's incremented after, s values after the loop would be 2001 and 2000 respectively.
added on the 2010-03-06 12:22:29 by hitchhikr hitchhikr
never liked( and used) "while {}" and never had logic operators (&&, ||) between values that don't carry brackets around them. I find the three lines almost unreadable.
added on the 2010-03-06 12:30:17 by Navis Navis
What I don't get is that it shouldn't make much of a difference...
added on the 2010-03-06 13:45:31 by raer raer
The first s++ gets always evaluated, but in the second part it does not. And the 2000 and 2001 mentioned above. It looks different because it's not thesame :)

And the second one is better than the first one because the compare might be short-circuited or not.
added on the 2010-03-06 13:51:14 by renhöek renhöek
The s boundary is unnecessarily high. It is just to keep the loop from infinite-looping right now, so it really shouldn't make such a big difference. I'm aware that on a fine-detail level, they are different, but still.
I agree with Navis and might add that it's bad karma to update the values which are being altered (e.g. "while (s++ < 10)" is less readable than "while (s<10) { s++; }")
altered = evaluated
The main problem here is that GLSL follows the same principle as C for short-circuit evaluation, that is in "if (a && b)" when 'a' evalueates to true, 'b' never gets executed. So if you intended that 's++' as loop limiting factor, it didn't work, because as long as the first part of the if was true, s never got incremented.
added on the 2010-03-06 17:22:44 by snoutmate snoutmate
eh forget what i just said, i need more sleep
added on the 2010-03-06 17:24:47 by snoutmate snoutmate
does this part get calculated on each round: texture2D(tex_bump, tc.xy).r * MAX_HEIGHT ? it looks terrible with an "8 bit" eye :)
added on the 2010-03-06 17:45:39 by Oswald Oswald

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