Path: utzoo!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!cs.utexas.edu!rutgers!cbmvax!mitchell From: mitchell@cbmvax.commodore.com (Fred Mitchell - PA) Newsgroups: comp.graphics Subject: Re: Integral Square Root Message-ID: <9182@cbmvax.commodore.com> Date: 1 Jan 90 19:36:04 GMT References: <9170@cbmvax.commodore.com> <21550@mimsy.umd.edu> <21561@mimsy.umd.edu> <21562@mimsy.umd.edu> Reply-To: mitchell@cbmvax.commodore.com (Fred Mitchell - PA) Organization: Commodore, West Chester, PA Lines: 15 Well, it seems that this has started quite a controversy. This algorithm works well on 8- and 16-bit machines that has no hardware floating point available. It was something that was sitting around for years and I thought I'd pull it out. Even though there is a question regarding order of evaluation vs. order of precedence (and I've just check K&R on it), for every compiler that I've used it on, it has worked. Perhaps order of evaluation should also be insured. But this is the wrong news group for this discussion. I suppose debates about this sort of thing can go on forever, ad nauseam :-) So let us get back to what we came here for, anyway- graphics! -Mitchell mitchell@cbmvax.UUCP "You, too can spend a lifetime squabbling. Instead, let's open our eyes and see."