I have a simple OpenGL 3.3 shader written in GLSL. Essentially, I evaluate sin(x) for a moderately large x (10,000 to 2,000,000), something like this:
It works fine on my NVidia graphics card, but on my Intel HD4000, the sine returns only four different values โโ(+/- 1.0 and around +/- 0.3 ). over the entrance about 10,000.
System: Windows 64bit, (Intel) driver version 15.28.20.64.3347.
My questions: is this a mistake? or is it part of the freedom of suppliers to implement sine in this way?
source share