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1. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 40)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Thu, 16 Mar 2006 09:35:08 +0100
Hi, I'm using the DirectX9c SDK from Feb. 2006 (the latest). Imho maybe we can assume the people behind DirectX have a good reason to do something as potentially 'dangerous' to other libraries as set
2. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 38)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Thu, 16 Mar 2006 17:27:41 +0100
If it 'only' means the FPU computes things differently internally, why does Lua start crashing as soon as DX sets this flag to single-precision? :-) Using double-precision with DX means the driver wi
3. AW: Lua x DirectX (score: 37)
Author: Sebastian Rohde <rohde@...>
Date: Wed, 15 Mar 2006 18:08:33 +0100
Hi, I think 1+3 or 1+2 would be the best options. For the third option: Wouldn't it be feasible to add the check upon the first call to this macro in the debug version? Another thing: This problem co
4. Re: Which parts of DirectX interfere with Lua? (score: 36)
Author: "A.Cicak" <ovca@...>
Date: Tue, 18 Apr 2006 16:46:06 +0200
Why dont you simply pass D3DCREATE_FPU_PRESERVE and forget about that problem. I did some tests on our app (which uses D3D extensively) and there was not any drop in performance. -- -- I am using the
5. RE: Which parts of DirectX interfere with Lua? (score: 36)
Author: "Chen Li (MSRA)" <chenli@...>
Date: Tue, 18 Apr 2006 05:30:04 +0800
You can use "D3DCREATE_FPU_PRESERVE" when creating the D3D device (the behavior flag). This will force Direct3D to not change the FPU control word, running the pipeline using the precision of the cal
6. RE: Which parts of DirectX interfere with Lua? (score: 36)
Author: "Richard Ranft" <rranft@...>
Date: Mon, 17 Apr 2006 13:35:41 -0700
And can we circumvent this by locally changing Lua's handling to either single precision, or flipping the FPU to single precision when DirectX requires the use of it? Anyone have a suggested workaro
7. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 36)
Author: "Andras Balogh" <andras.balogh@...>
Date: Thu, 16 Mar 2006 08:51:29 -0700
Having the FPU operate in full precision mode does not mean that you have to send doubles to the GPU. I'm using 32 bit floats for geometry too. This flag only means that internally, the FPU computes
8. Re: Plan for porting tekui to DirectX (score: 35)
Author: "Timm S. Mueller" <tmueller@...>
Date: Wed, 17 Aug 2011 15:58:37 +0200
Thank you for your interest in tekUI. The project is in a kind of hiatus, due to a lack of time and resources. We have a lot of changes accumulated in development branches, and plan to release new ve
9. Plan for porting tekui to DirectX (score: 35)
Author: jiang yu <yu.jiang.163@...>
Date: Wed, 17 Aug 2011 21:37:04 +0800
Hi all! I am a windows game developer and had used GUI like CEGUI,MYGUI by binding them to lua script. They are such a heavy lib and learned painfully. So I am looking for a lua native GUI lib that o
10. Re: Which parts of DirectX interfere with Lua? (score: 35)
Author: "Greg Falcon" <veloso@...>
Date: Mon, 17 Apr 2006 17:31:08 -0400
There are two workarounds suggested on the lua bugs page (http://www.lua.org/bugs.html#5.1): The simplest solution is to use DirectX with the D3DCREATE_FPU_PRESERVE flag Otherwise, you can change the
11. Which parts of DirectX interfere with Lua? (score: 35)
Author: Matt Campbell <mattc@...>
Date: Mon, 17 Apr 2006 14:01:06 -0500
Hello: I've read that DirectX causes problems with Lua because it sets the FPU to single-precision mode. Which parts of DirectX do this? If I use DirectSound but not DirectDraw or Direct3D, will I st
12. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 35)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Thu, 16 Mar 2006 15:35:18 +0100
Well, one number I found on the decrease of Direct3D's speed with and without the FPU preserve flag: http://discuss.microsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0504b&L=directxdev&D=1&P=3121 with: 560 fps
13. RE: Lua x DirectX (score: 35)
Author: "Couwenberg, Wim" <wim.couwenberg@...>
Date: Thu, 16 Mar 2006 09:20:10 +0100
It is not only a DirectX issue, that's just one library that is a known offender. And, unfortunately, the number2int macro isn't the only issue... We've had this fp control word trouble even in a Lu
14. Re: Lua x DirectX (score: 34)
Author: roberto@... (Roberto Ierusalimschy)
Date: Sat, 18 Mar 2006 11:21:18 -0300
A standard regression test in the distribution would certanly be helpful, but it would not detect that problem, since it would not invoke DirectX... -- Roberto
15. Re: Lua x DirectX (score: 34)
Author: Adrian Sietsma <adrian_groups@...>
Date: Sat, 18 Mar 2006 02:42:08 +1100
- Some people suggested adding some warning in the manual. Would this really help? I mean, if you find an unexpected bug in a program, where will you search for help? In the manual? In what section?
16. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 34)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Fri, 17 Mar 2006 11:51:38 +0100
Amen. ;) Framework Studios: Hugo wrote: The thing I don't understand is why it would be a bad thing to let DX switch the (almost deprecated anyhow ;) FPU to single precision, which is exactly what it
17. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 34)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Fri, 17 Mar 2006 10:41:30 +0100
Thanks for the tip! I'll definitely have a look at BLAS. I'm using D3DX for most math operations now, which is supposed to be optimised for MMX, SSE etcetera. Our applications work on Windows'2000 wi
18. Re: Lua x DirectX (score: 34)
Author: "Adam D. Moss" <adam@...>
Date: Wed, 15 Mar 2006 17:36:50 +0000
doc + runtime check sounds ideal to me. Sure, the offending macro could be turned off, but someone running default-D3D combined with double-Lua with or without this macro is a fair indication that th
19. Lua x DirectX (score: 34)
Author: roberto@... (Roberto Ierusalimschy)
Date: Wed, 15 Mar 2006 13:51:39 -0300
It seems that too many people are having problems with this DirectX issue. How can we solve that?? - Some people suggested adding some warning in the manual. Would this really help? I mean, if you fi
20. AW: DirectX and Lua (score: 34)
Author: Sebastian Rohde <rohde@...>
Date: Tue, 14 Mar 2006 10:32:56 +0100
Please see the discussion about "LUA_NUMBER -> Integer conversion bug" --Ursprüngliche Nachricht-- Von: lua-bounces@bazar2.conectiva.com.br [mailto:lua-bounces@bazar2.conectiva.com.br] Im Auftrag von
21. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: "Alex Queiroz" <asandroq@...>
Date: Tue, 18 Apr 2006 09:55:34 -0300
Hallo, Well, this whole thread started with game programming. Some naive programmer could flush his floating-point pipeline in some very undesirable places and lose all the optimizations present in m
22. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: roberto@... (Roberto Ierusalimschy)
Date: Tue, 18 Apr 2006 09:49:55 -0300
It is slower than the non-naive approach, but I would not say that it is that slow, mainly if you dilute the performance penalty in a real application (that does other things besides accessing integ
23. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: "Alex Queiroz" <asandroq@...>
Date: Tue, 18 Apr 2006 08:46:43 -0300
Hallo, Because of the C conversion rules, which specifies the cast must be a truncation unlike normal arithmetic that uses rounding. To switch between these modes the compiler generates the fldcw opc
24. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: David Given <dg@...>
Date: Tue, 18 Apr 2006 11:12:47 +0100
[...] Why? Not that I'm arguing, I'm just curious to know why such a primitive operation is so slow. If the eight or so instructions that gcc generates to do this (I just checked) can be replaced wit
25. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: "Alex Queiroz" <asandroq@...>
Date: Mon, 17 Apr 2006 21:40:04 -0300
Hallo, It works, it's just slow to a crawl. -- -alex http://www.ventonegro.org/
26. Re: Which parts of DirectX interfere with Lua? (score: 33)
Author: David Given <dg@...>
Date: Mon, 17 Apr 2006 22:37:14 +0100
Not if you're using gcc, you can't... beware inline assembly! It's horribly non-portable! Does the naive approach (simply defining the macro to 'i=(int)d') work effectively? - -- +- David Given --McQ
27. Re: Lua x DirectX (score: 33)
Author: XIX <krissd@...>
Date: Wed, 22 Mar 2006 09:30:34 +0000
There isn't really anything to do to fix it, since its not your problem. You can't make sure you always catch it going wrong either. So I don't think that is really worth thinking about. Changing the
28. Re: Lua x DirectX (score: 33)
Author: "Adam D. Moss" <adam@...>
Date: Sat, 18 Mar 2006 22:29:46 +0000
A few people posted suggestions -- I think Mike Pall posted some. Untested though. --adam
29. Re: Lua x DirectX (score: 33)
Author: "D Burgess" <dburgess@...>
Date: Sun, 19 Mar 2006 09:26:15 +1100
I was hoping that someone could donate some C/Lua code that would detect the problem. Not posiible?
30. Re: Lua x DirectX (score: 33)
Author: "D Burgess" <dburgess@...>
Date: Sat, 18 Mar 2006 09:58:42 +1100
My vote, as alluded to another thread, is have a set of external test programs, that expose such errors, e.g. a regression test suite. DB
31. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: "Adam D. Moss" <adam@...>
Date: Fri, 17 Mar 2006 10:33:53 +0000
I can't help thinking that this thread is going in circles (actually approximately its third rotation so far just in this incarnation). If you don't think that this question has been answered thoroug
32. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Fri, 17 Mar 2006 10:28:59 +0100
If it 'only' means the FPU computes things differently internally, why does Lua start crashing as soon as DX sets this flag to single-precision? :-) I don't know why it crashes, and I don't want to s
33. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: Dave Dodge <dododge@...>
Date: Fri, 17 Mar 2006 02:19:18 -0500
There's about two dozen variations of the glVertex() function. If you want to submit your coordinates to OpenGL as single-precision rather than double-precision, the API allows for it (likewise regul
34. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: "Andras Balogh" <andras.balogh@...>
Date: Thu, 16 Mar 2006 20:43:17 -0700
If it 'only' means the FPU computes things differently internally, why does Lua start crashing as soon as DX sets this flag to single-precision? :-) I don't know why it crashes, and I don't want to s
35. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: SevenThunders <mattcbro@...>
Date: Thu, 16 Mar 2006 13:54:59 -0800 (PST)
Well we've had SSE2 instructions since the pentium 4 was released in Nov. of 2000. All of AMDs recent releases support it (though perhaps the FPU is faster on AMDs offerings I don't know). Will your
36. Re: ANN: LuaJIT 1.1.0 / Re: Lua x DirectX (score: 33)
Author: Andras Balogh <andras.balogh@...>
Date: Thu, 16 Mar 2006 06:51:40 -0700
I still don't buy this. Give me numbers! Should be easy, right? Set the flag and read FPS counter! I'd test it myself, but I'm using OpenGL, and thus never had to change the FPU control word.. Andras
37. Re: DirectX and Lua (score: 33)
Author: Dave Dodge <dododge@...>
Date: Tue, 14 Mar 2006 04:43:47 -0500
Whoops, sorry. I'm a few days behind on mail and just noticed that discussion in my inbox a minute ago. -Dave Dodge
38. Re: DirectX and Lua (score: 33)
Author: Dave Dodge <dododge@...>
Date: Tue, 14 Mar 2006 04:25:59 -0500
Is it perhaps the known problem where Direct3D quietly messes with the floating point unit in ways that affect other code: http://www.virtualdub.org/blog/pivot/entry.php?id=53 Initializing Direct3D w
39. DirectX and Lua (score: 33)
Author: "Mark Manyen" <mark@...>
Date: Mon, 13 Mar 2006 11:32:59 -0800
I know, I know... Complain to Micro$oft... I have never had an issue with this before, I guess I am doing something different this time around. In this case it seems to show itself in the use of vari
40. Re: [BUG] lua 5.2 luai_hashnum bug with threads (score: 8)
Author: jpoag <James.Poag@...>
Date: Tue, 22 Apr 2014 09:21:02 -0700 (PDT)
So avoid frexp() altogether. Rollback to the 5.1 way of computing the hash. I understand there's lot of history behind DirectX problems to the point of "Well, if DX is involved, then it's not our fau
41. Re: string.sub still failing, problem seems a bit weird... (score: 7)
Author: Jan Kratochvíl <jan.kratochvil@...>
Date: Thu, 03 Nov 2005 17:23:20 +0100
I actually zoomed in to a call to DirectX9-s CreateDevice() (which returns successfully, I don't think it is memory leaking / writing in invalid places). *Right* before CreateDevice() string.sub work
42. Re: lua internals debugging hints? : lua_number2integer() not working (score: 7)
Author: David Burgess <dburgess@...>
Date: Sat, 22 Oct 2005 01:10:24 +1000
I presume the number2int that fails is the arithmetic version not the inline assembler. Or do both fail? DB
43. Re: lua internals debugging hints? : lua_number2integer() not working (score: 7)
Author: Mike Pall <mikelu-0510@...>
Date: Fri, 21 Oct 2005 15:53:56 +0200
Hi, This is a well known issue when mixing DirectX and other floating-point code. This affects lots of programs and not just Lua. It has been mentioned on the list several times. Quoting: http://msdn
44. Re: ANN: LuaJIT 1.1.0 (score: 6)
Author: roberto@... (Roberto Ierusalimschy)
Date: Wed, 15 Mar 2006 13:34:41 -0300
You don't need to switch Lua to floats to avoid this problem. If you really want to keep DirectX as it is, you can recompile Lua to use the default definition for lua_number2integer: luaconf.h:544 -
45. Re: ANN: LuaJIT 1.1.0 (score: 6)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Wed, 15 Mar 2006 16:02:16 +0100
Yes, I am aware of the difference between float and double. It's because we're using DirectX... it sets the FPU to single precision mode so eighter we have to use float-s or Lua starts acting really
46. Re: ANN: LuaJIT 1.1.0 (score: 5)
Author: SevenThunders <mattcbro@...>
Date: Wed, 15 Mar 2006 21:27:47 -0800 (PST)
Although I don't know much about DirectX, it is the SSE2 instructions that see a large boost using 32 bit floats, since they can do twice as many multiplies per clock cycle. Moreover if the modern Di
47. Re: LUA_NUMBER -> Integer conversion bug (score: 5)
Author: "Karsten Schulz" <kahnpost@...>
Date: Mon, 13 Mar 2006 13:50:11 +0100
Hi there ! i do the same :-) make it so : static void *pid = (void *)"this"; //static ident //-- register this pointer as userdata -- lua_pushlightuserdata(m_pState, pid); //descriptor name lua_pushl
48. Re: LUA_NUMBER -> Integer conversion bug (score: 5)
Author: Mike Pall <mikelu-0603@...>
Date: Mon, 13 Mar 2006 12:05:48 +0100
Hi, No. The "standard" FPU state is very well defined by various documents. The most notable are the x86 ABIs for POSIX and Windows. The former specifies fpucw = 0x37f, the latter specifies fpucw = 0
49. Re: string.sub still failing, problem seems a bit weird... (score: 5)
Author: "Adam D. Moss" <adam@...>
Date: Thu, 03 Nov 2005 16:08:29 +0000
Framework Studios: Hugo wrote: I actually zoomed in to a call to DirectX9-s CreateDevice() (which returns successfully, I don't think it is memory leaking / writing in invalid places). *Right* before
50. Re: [BUG] lua 5.2 luai_hashnum bug with threads (score: 4)
Author: Rob Kendrick <rjek@...>
Date: Tue, 22 Apr 2014 09:27:29 +0100
I don't see how this is a bug in Lua. Lua, being written in ANSI C, has no regard for threads or DirectX, and it is reasonable for it to expect that the mathematical model does not change under it. B
51. Re: [BUG] lua 5.2 luai_hashnum bug with threads (score: 4)
Author: Andrei <mrpuzzler@...>
Date: Tue, 22 Apr 2014 11:58:42 +0400
////////////////////////////////////////////////////////////////////// // filename: luaHashTest.cpp // author: James Poag for Rumbic Studios // // purpose: This is to demonstrate a real-world scenari
52. Re: Incompatibility of lua5.1.dll (from Lua Binaries) and Delphi (score: 4)
Author: Mike Pall <mikelu-0903@...>
Date: Thu, 19 Mar 2009 13:30:58 +0100
That's besides the point. You get a crash there because it's called early on. If you add a work around for this one, you may get crashes in plenty of other places. Even if you're 100% sure your appli
53. Re: Weird irreproducible error (score: 4)
Author: Steve Heller <steve@...>
Date: Mon, 08 Oct 2007 17:48:42 -0500
On Mon, 08 Oct 2007 23:13:22 +0100, David Given <dg@cowlark.com> wrote: I'm doing that right now as a result of an earlier suggestion. I'm also going to put my code on another computer and see if I c
54. RE: D3DCREATE_FPU_PRESERVE (score: 4)
Author: "Bilyk, Alex" <ABilyk@...>
Date: Thu, 25 May 2006 13:04:31 -0700
DirectX switches the FPU to single precision by default [at least used to]. So, even though Lua number is defined as double, all one has to work with is 23 bits of precision. This means that full 32
55. AW: LUA_NUMBER -> Integer conversion bug (score: 4)
Author: Sebastian Rohde <rohde@...>
Date: Mon, 13 Mar 2006 10:38:03 +0100
Hi, I can see your point but I don't think that lua handles this problem correctly. As soon as lua does "conversion tricks" that assume the coprocessor to be in a specific state lua has to take care
56. Re: Few questions about 5.0 -> 5.1 (score: 4)
Author: Jan Kratochvíl <jan.kratochvil@...>
Date: Fri, 21 Oct 2005 16:56:13 +0200
Well at least in one case i found solution. It is the 3) and it is the one discussed here today. lua_number2int isn't working for me because of DirectX. Switching to floats and redefining lua_number2
57. Re: [BUG] lua 5.2 luai_hashnum bug with threads (score: 3)
Author: Andrei <mrpuzzler@...>
Date: Tue, 22 Apr 2014 11:58:16 +0400
'luai_hashnum'  FAILS to generate a DETERMINISTIC hash value for identical keys when executed non-concurrently on separate threads. It is the fault of different precision controls being set on differ
58. [BUG] lua 5.2 luai_hashnum bug with threads (score: 3)
Author: Andrei <mrpuzzler@...>
Date: Tue, 22 Apr 2014 11:51:26 +0400
Hi everyone, New bug for Lua 5.2: 'luai_hashnum' FAILS to generate a DETERMINISTIC hash value for identical keys when executed non-concurrently on separate threads. It is the fault of different preci
59. [BUG] lua 5.2 luai_hashnum bug with threads (score: 3)
Author: Andrei <mrpuzzler@...>
Date: Tue, 22 Apr 2014 11:03:32 +0400
Hi everyone,   New bug for Lua 5.2:   'luai_hashnum'  FAILS to generate a DETERMINISTIC hash value for identical keys when executed non-concurrently on separate threads.   It is the fault of differen
60. Re: problem with require in combined lua/c++ project using VS2010 (score: 3)
Author: Oskar Forsslund <matrixsmurfen@...>
Date: Wed, 7 Sep 2011 16:06:56 +0200
Would the lua profiler break if i have other unrelated profiler.h and .cpp files? I wouldn't say that that would be the probable problem since I am not able to use require at all (not with my own fil
61. Re: x86 floating-point unit assembly messing up Lua (score: 3)
Author: Toni Spets <toni.spets@...>
Date: Sun, 19 Jul 2009 14:39:43 +0300
Duncan Cross wrote: On Sun, Jul 19, 2009 at 12:07 PM, Toni Spets<toni.spets@gmail.com> wrote: I wrote a hack that resets the FPU to it's original state before executing Lua and then setting it back t
62. Re: x86 floating-point unit assembly messing up Lua (score: 3)
Author: Duncan Cross <duncan.cross@...>
Date: Sun, 19 Jul 2009 12:26:20 +0100
This has come up before - Microsoft's DirectX will also clobber the FPU to single-precision mode when it starts up unless specifically told not to (search the Lua list archive for 'DirectX' and you s
63. Re: Weird irreproducible error (score: 3)
Author: David Given <dg@...>
Date: Mon, 08 Oct 2007 23:13:22 +0100
Get a copy of memtest86 (if you have an Ubuntu CD handy, just boot from that and there's an option to start it). That will do a thorough test of your RAM, if you're worried about hardware problems. A
64. RE: D3DCREATE_FPU_PRESERVE (score: 3)
Author: "Bilyk, Alex" <ABilyk@...>
Date: Fri, 26 May 2006 13:08:05 -0700
D3D does and I'd not be surprised if Direct Sound benefited from this either. You can just test for where FPU flags are inside some vanilla running D3D app or/and Direct Sound app. Is it all the Dire
65. Re: D3DCREATE_FPU_PRESERVE (score: 3)
Author: "Robert Osfield" <robert.osfield@...>
Date: Fri, 26 May 2006 09:15:59 +0100
Is it all the DirectX components that do this? Or is it just limited to the likes of Direct3D? I am curious, has an OpenGL implementations be known to do anything similiar? I have been using OpenGL s
66. Re: Understanding lua_ref and lua_unref (score: 3)
Author: "Raymond Jacobs" <raymondj@...>
Date: Mon, 17 Apr 2006 21:32:10 -0400
Roberto, absolutely, and before i saw this message i happened upon another thread with issues in directX. i turned on FPU preserve, and bingo, works fine. this REALLY should be better documented sinc
67. Re: [SOLVED] Re: and/or missbehaviour in embedded lua 5.1 (score: 3)
Author: Mike Pall <mikelu-0603@...>
Date: Fri, 17 Mar 2006 16:30:02 +0100
Hi, Maybe wait a bit until some other things surface? A new FAQ section? Should contain the 'My app crashes when I open the io library' problem, too (not lua_call'ed.) If the C assert needs to be exp
68. Re: ANN: LuaJIT 1.1.0 (score: 3)
Author: Mike Pall <mikelu-0603@...>
Date: Wed, 15 Mar 2006 16:47:40 +0100
Hi, AFAIK this only applies to really old CPUs. Does your game even run on a >5 year old PC without a 3D-capable GPU? I suggest you try to turn on the flag and check whether it makes any difference.
69. Re: ANN: LuaJIT 1.1.0 (score: 3)
Author: "Andras Balogh" <andras.balogh@...>
Date: Wed, 15 Mar 2006 08:18:38 -0700
Note the DirectX documentation claims DirectX to be slower when preserving the FPU flag; I'm just curious, does anyone have actual numbers to back this up? andras
70. Re: LUA_NUMBER -> Integer conversion bug (score: 3)
Author: Mike Pall <mikelu-0603@...>
Date: Mon, 13 Mar 2006 19:28:16 +0100
Hi, Here is a good summary: http://www.agner.org/assem/ The differences are minimal on modern x86 CPUs. Basically only divisions are affected and most of the latency is shadowed by out-of-order execu
71. AW: LUA_NUMBER -> Integer conversion bug (score: 3)
Author: Sebastian Rohde <rohde@...>
Date: Mon, 13 Mar 2006 16:06:43 +0100
ACK ACK, but DirectX was not my point. Okay I think I got the point. Would you say that there is no reason to set the FPU state? From my naïve point of view I would be surprised if there were no perf
72. Re: Lua 5.1 (final,rc) now available (score: 3)
Author: Mike Pall <mikelu-0601@...>
Date: Wed, 18 Jan 2006 16:30:36 +0100
Hi, Ok, I've tested it on a dozen OS, compiler and CPU flavours and so far everything looks good. It compiles without warnings on all systems. The TKey related changes have silenced GCC 4.1 beta, too
73. Re: Lua 5.1 (beta) now available (score: 3)
Author: Mike Pall <mikelu-0511@...>
Date: Fri, 18 Nov 2005 16:05:07 +0100
Hi, Well, since you mention the manual: - LUA_COMPAT_FIND is gone but still mentioned in the manual. - luaopen_* functions must be lua_call()'ed (chapter 5 and changes). - A big fat warning about the
74. RE: string.sub still failing, problem seems a bit weird... (score: 3)
Author: "Framework Studios: Hugo" <hugo@...>
Date: Thu, 3 Nov 2005 19:16:05 +0100
That was it! Thanks!! However noticed a little problem in luaconf.h. (I'm using the LUA5.1 beta that was recently released) I changed LUA_NUMBER to float and LUAI_UACNUMBER to float, recompiled, and
75. Re: Few questions about 5.0 -> 5.1 (score: 3)
Author: Mike Pall <mikelu-0510@...>
Date: Fri, 21 Oct 2005 18:36:57 +0200
Hi, Initialize DirectX/Direct3D _first_, then run this code: -- For Lua 5.1-alpha with the new number2int macro: assert(({1})[1] == 1) -- For any Lua version: assert(1e9+1 ~= 1e9) assert(1/(2^300) ~=
76. Re: Few questions about 5.0 -> 5.1 (score: 3)
Author: "Adam D. Moss" <adam@...>
Date: Fri, 21 Oct 2005 15:50:28 +0100
I guess the 'right' solution is telling DirectX to leave doubles as doubles. I wonder if there's a run-time test for this mishap? Something like: if tostring(bignumber) ~= "bignumber" then error("DX
77. Re: Heap usage and variable argument C functions (score: 3)
Author: David Jones <drj@...>
Date: Tue, 21 Dec 2004 13:23:55 +0000
On Dec 21, 2004, at 04:39, Brett Bibby wrote: Also, we have denormal trouble on the PC when using Lua and DirectX together. Each time a new Lua is released we spend at least a full day fixing all the
78. Problem when using Lua under VC.NET. (score: 3)
Author: "Bilyk, Alex" <ABilyk@...>
Date: Fri, 4 Apr 2003 16:33:24 -0800
This post is primarily for those who use Lua with Direct X on Win32 and use VC.NET as the compiler of [under the gun at ones head] choice. I use Lua in parallel with DirectX, which has a nasty habit
79. Re: [BUG] lua 5.2 luai_hashnum bug with threads (score: 2)
Author: Oliver Kroth <oliver.kroth@...>
Date: Tue, 22 Apr 2014 10:27:09 +0200
you may consider to always run the Lua state with the same FPU precision settings. This would frexp() operate consistently in both threads. -- Oliver 'luai_hashnum' FAILS to generate a DETERMINISTIC
80. Re: Node.js for Visual Studio... whish there was this for Lua (score: 2)
Author: Andrew Starks <andrew.starks@...>
Date: Fri, 22 Nov 2013 08:13:32 -0600
No doubt about the Lua options. I'm a big fan of ZeroBrane Studio and use it all of the time. When you're developing against Microsoft SDKs, nothing beats VisualStudio's debugger. Debugging Lua, when
81. Re: llimits.h redefines/ignores lua_number2int specified in luaconf.h (score: 2)
Author: Jonas Thiem <jonasthiem@...>
Date: Tue, 27 Aug 2013 14:16:57 +0200
This is from Lua 5.2.1. I suppose I should update to 5.2.2, was it fixed there? I know the suggested asm definition is for Lua 5.1, but nevertheless it would be nice if Lua 5.2 allowed defining lua_n
82. Re: llimits.h redefines/ignores lua_number2int specified in luaconf.h (score: 2)
Author: Roberto Ierusalimschy <roberto@...>
Date: Tue, 27 Aug 2013 08:53:20 -0300
Could you tell us what version/release of Lua you are discussing? -- Roberto
83. llimits.h redefines/ignores lua_number2int specified in luaconf.h (score: 2)
Author: Jonas Thiem <jonasthiem@...>
Date: Tue, 27 Aug 2013 05:51:15 +0200
For the DirectX FPU precision loss issue which can cause Lua mixups and crashes, this fix was suggested at some point: add to luaconf.h: Also, for other situations it might be nice to be able to easi
84. Re: problem embedding LuaJIT (score: 2)
Author: Oskar Forsslund <matrixsmurfen@...>
Date: Tue, 4 Oct 2011 11:51:21 +0200
       For that we had to reset the fpu flags using _control87 (was it that one, or there was maybe newer).        Good finding, Oskar! On 10/3/2011 5:15 AM, Oskar Forsslund wrote: [SOLVED] i finally
85. Re: problem embedding LuaJIT (score: 2)
Author: Dimiter 'malkia' Stanev <malkia@...>
Date: Mon, 03 Oct 2011 10:48:13 -0700
That's a nasty issue. I'm not sure why Microsoft decided that this was a good idea, especially for a library that is to be linked with almost any game software. And I thought this was fixed in recent
86. Re: problem embedding LuaJIT (score: 2)
Author: Oskar Forsslund <matrixsmurfen@...>
Date: Mon, 3 Oct 2011 14:15:57 +0200
It should. The advice is to get Dependency Walker (a free download from MS) to see what DLLs your application is seeing. More general advice: check your return codes carefully!  You need to know how
87. Re: Potential performance improvements for Lua 5.2 beta (score: 2)
Author: Joshua Jensen <josh.jjensen@...>
Date: Fri, 05 Aug 2011 07:44:00 -0600
-- Original Message -- From: Roberto Ierusalimschy Date: 8/4/2011 12:00 PM First, on my Core i7 720 laptop, turning off #define MS_ASMTRICK saves a bit of time. Does the code use the "regular" IEEE t
88. Re: Potential performance improvements for Lua 5.2 beta (score: 2)
Author: Roberto Ierusalimschy <roberto@...>
Date: Thu, 4 Aug 2011 15:00:05 -0300
Does the code use the "regular" IEEE trick in that case (LUA_IEEE754TRICK)? That used to cause problems with DirectX. Does anyone know how is this problem currently? Do you have any explanation to t
89. Re: [ANN] Lua 5.2.0 (beta) now available (score: 2)
Author: Roberto Ierusalimschy <roberto@...>
Date: Thu, 14 Jul 2011 11:09:45 -0300
LUA_IEEEENDIAN is only defined in an '#ifelse' which implies no _M_IX86 (after correcting your first point). For the _M_X64, does the old "DirectX idiosyncrasy" (that changes some modes in the float
90. Re: LuaJIT2 FFI 2D VLA causing massive runtime memory usage growth (score: 2)
Author: Johnson Lin <arch.jslin@...>
Date: Wed, 23 Feb 2011 23:05:54 +0800
Sorry to bother everyone again, just to report that with 64bit build of LuaJIT2, now all 4 rendering methods used in the lifegame_ffi_sdl_gl.lua in the previous post runs roughly at the same speed, h
91. Re: LuaJIT, x86, C++ without exceptions, and errors (score: 2)
Author: Christian Tellefsen <christian.tellefsen@...>
Date: Wed, 16 Feb 2011 17:48:51 +0100
Cheers, Christian Tellefsen Hey Mike, I figured it out. We had a DirectX flag wrong. LuaJIT is working fine for us now. Thank you! Cheers, Christian Tellefsen
92. Re: LuaJIT with vectors (score: 2)
Author: Petri Häkkinen <petrih3@...>
Date: Fri, 19 Nov 2010 14:23:20 +0200
This would certainly be an interesting number to know. Please do! But such a number says little about how many of the allocations the compiler could optimize away. For that, I'd need to see the actu
93. Re: Getting lua to travel on .NET and the like (score: 2)
Author: Raymond Jacobs <raymondj@...>
Date: Sat, 5 Sep 2009 01:44:52 -0500
I agree, just seems no one has undertaken this yet, I wonder why. Though as awesome as lua is, the C code is very daunting :) -Raymond On Fri, Sep 4, 2009 at 10:10 PM, Timothy Baldridge <tbaldridge@g
94. Re: Getting lua to travel on .NET and the like (score: 2)
Author: Timothy Baldridge <tbaldridge@...>
Date: Fri, 4 Sep 2009 22:10:34 -0500
No you can't use Reflection.Emit in XNA (and I assume Silverlight as well). That's why I think we need a 1:1 conversion of the existing C routines to C#. That way we use C# to interpret the Lua code.
95. Re: Getting lua to travel on .NET and the like (score: 2)
Author: Raymond Jacobs <raymondj@...>
Date: Fri, 4 Sep 2009 21:52:05 -0500
We looked briefly at XNua; notably it said coroutine support was untested and potentially broken; http://www.xnua.com/xna_lua_docs_limitiations coroutines are a major feature for us, so this was a bi
96. Re: Getting lua to travel on .NET and the like (score: 2)
Author: Timothy Baldridge <tbaldridge@...>
Date: Fri, 4 Sep 2009 15:57:28 -0500
Well, there is this: http://www.xnua.com/xna_lua_xnua XNua takes C# code and translates it to .Net bytecode. This is fine, but I would like to see a bit higher level abstract of this. I've been diggi
97. Getting lua to travel on .NET and the like (score: 2)
Author: Raymond Jacobs <raymondj@...>
Date: Fri, 4 Sep 2009 14:59:42 -0400
Greetings all, I'm currently developing a write-once-run-anywhere game authoring tool, which uses lua for scripting. Our main 'VM' is in C++/Win32/DirectX, but we have strong aspirations for: Flash10
98. Re: Incompatibility of lua5.1.dll (from Lua Binaries) and Delphi (score: 2)
Author: Shmuel Zeigerman <shmuz@...>
Date: Thu, 19 Mar 2009 12:55:41 +0200
Though formally it's not Lua's fault, in practice it leads to problems. Are the benefits of using those 2 assembly instructions (yet another piece of non ANSI C) big enough to justify fighting with c
99. Re: Incompatibility of lua5.1.dll (from Lua Binaries) and Delphi (score: 2)
Author: Heesob Park <phasis@...>
Date: Fri, 13 Mar 2009 23:43:21 +0900
2009/3/13 Shmuel Zeigerman <shmuz@013net.net>: I guess this problem is related with FPU exceptions. Refer to http://www.axiworld.be/vst_vcl.html You may need to disable FPU exceptions with Set8087CW(
100. Re: Incompatibility of lua5.1.dll (from Lua Binaries) and Delphi (score: 2)
Author: Shmuel Zeigerman <shmuz@...>
Date: Fri, 13 Mar 2009 16:07:20 +0200
I also could not create a segfault without VCL. 'var' is >= 0x80000000. Maybe Borland is setting something and the above code triggers it? I'm thinking of something similar to the floating point issu

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