I did consider casting solutions but they don't seem likely to make this go away. but I could be wrong.
the ultimate goal is to derive two ints
[float] + [int] >> 1 & 0x1 * [float]
[float] + [int] >> 0 & 0x1 * [float]
which I assume is a 3d rotation matrix wangle of some kind from the look of it.
ta very much.
AND YES. I am gurgling it like a good little dev: Go go google
Last edited by twobob; 09-05-2012 at 10:23 AM.