Update license info.
This commit is contained in:
@@ -3,7 +3,7 @@
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2015, assimp team
|
||||
Copyright (c) 2006-2016, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
@@ -246,7 +246,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
|
||||
|
||||
// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
|
||||
// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
|
||||
// logarithmic precision - around 1, they are 1÷(2^24) and around 10000, they are 0.00125.
|
||||
// logarithmic precision - around 1, they are 1<EFBFBD>(2^24) and around 10000, they are 0.00125.
|
||||
|
||||
// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
|
||||
// incoming vertex positions might have already been transformed, probably using rather
|
||||
|
||||
Reference in New Issue
Block a user